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✦ COMPLETE BLUEPRINT API REFERENCE

All 40+ Blueprint Nodes & Visual Guide

Explore every Blueprint node available in Quest 3D WebView. Filter by category, search by node name, and inspect visual Unreal Engine pin signatures and syntax snippets.

Showing 38 of 38 Nodes
Callable
🧭Navigation & Lifecycle
ƒInitializeWebView
▶Exec
●Target (Self)
Then▶

Initializes the hardware Android VirtualDisplay rendering pipeline and loads the configured InitialURL.

Blueprint / C++ Syntax
TargetWebView->InitializeWebView();
Tip: Call once in BeginPlay after placing actor in level.
Callable
🧭Navigation & Lifecycle
ƒInitializeWithURL
▶Exec
●Target (Self)
●InURL(String)
Then▶

Sets a custom startup URL and initializes the Android WebView pipeline in a single step.

Blueprint / C++ Syntax
TargetWebView->InitializeWithURL(TEXT("https://youtube.com"));
Callable
🧭Navigation & Lifecycle
ƒLoadURL
▶Exec
●Target (Self)
●Url(String)
Then▶

Navigates the active WebView instance to the specified web address.

Blueprint / C++ Syntax
TargetWebView->LoadURL(TEXT("https://chatgpt.com"));
Callable
🧭Navigation & Lifecycle
ƒGoBack
▶Exec
●Target (Self)
Then▶

Navigates backward in browser history. Features automatic HTML5 SPA fallback for React/Next/YouTube.

Blueprint / C++ Syntax
TargetWebView->GoBack();
Callable
🧭Navigation & Lifecycle
ƒGoForward
▶Exec
●Target (Self)
Then▶

Navigates forward in browser history. Features automatic HTML5 SPA fallback.

Blueprint / C++ Syntax
TargetWebView->GoForward();
Callable
🧭Navigation & Lifecycle
ƒReload
▶Exec
●Target (Self)
Then▶

Refreshes the active webpage content.

Blueprint / C++ Syntax
TargetWebView->Reload();
Callable
🧭Navigation & Lifecycle
ƒStopLoading
▶Exec
●Target (Self)
Then▶

Cancels any ongoing HTTP page load request.

Blueprint / C++ Syntax
TargetWebView->StopLoading();
Pure
🧭Navigation & Lifecycle
ƒCanGoBack
●Target (Self)
Return Value●(Boolean)

Pure getter returning true if backward browser history exists. Thread-safe.

Blueprint / C++ Syntax
bool bCanBack = TargetWebView->CanGoBack();
Pure
🧭Navigation & Lifecycle
ƒCanGoForward
●Target (Self)
Return Value●(Boolean)

Pure getter returning true if forward browser history exists. Thread-safe.

Blueprint / C++ Syntax
bool bCanFwd = TargetWebView->CanGoForward();
Pure
🧭Navigation & Lifecycle
ƒGetInstanceName
●Target (Self)
Return Value●(String)

Returns the user-friendly instance label (e.g. "Main Display").

Blueprint / C++ Syntax
FString Name = TargetWebView->GetInstanceName();
Callable
🎯VR Laser & Touch
ƒClickUV
▶Exec
●Target (Self)
●UV(Vector2D)
Then▶

Performs a synthetic click/tap at normalized UV coordinates (0.0 to 1.0) obtained from VR raycasts.

Blueprint / C++ Syntax
TargetWebView->ClickUV(FVector2D(0.5f, 0.5f));
Tip: Obtain UV from FindCollisionUV node on HitResult.
Callable
🎯VR Laser & Touch
ƒSendHoverEventUV
▶Exec
●Target (Self)
●Action(EQuestHoverAction)
●UV(Vector2D)
Then▶

Dispatches W3C pointer move, enter, and exit events for CSS hover effects and cursor styling.

Blueprint / C++ Syntax
TargetWebView->SendHoverEventUV(EQuestHoverAction::Move, HitUV);
Callable
🎯VR Laser & Touch
ƒSendTouchEventUV
▶Exec
●Target (Self)
●Action(EQuestTouchAction)
●UV(Vector2D)
Then▶

Dispatches raw Android touch events (Down, Move, Up, Cancel) using normalized UV coordinates.

Blueprint / C++ Syntax
TargetWebView->SendTouchEventUV(EQuestTouchAction::Down, HitUV);
Callable
🎯VR Laser & Touch
ƒBeginDragUV
▶Exec
●Target (Self)
●UV(Vector2D)
Then▶

Initiates a continuous touch drag gesture at the specified UV coordinate.

Blueprint / C++ Syntax
TargetWebView->BeginDragUV(HitUV);
Callable
🎯VR Laser & Touch
ƒDragToUV
▶Exec
●Target (Self)
●UV(Vector2D)
Then▶

Updates an ongoing touch drag position to the new UV coordinates.

Blueprint / C++ Syntax
TargetWebView->DragToUV(CurrentHitUV);
Callable
🎯VR Laser & Touch
ƒEndDragUV
▶Exec
●Target (Self)
●UV(Vector2D)
Then▶

Releases an ongoing touch drag gesture with velocity calculation.

Blueprint / C++ Syntax
TargetWebView->EndDragUV(ReleaseUV);
Callable
🎯VR Laser & Touch
ƒScrollBy
▶Exec
●Target (Self)
●DeltaX(Float)
●DeltaY(Float)
Then▶

Scrolls the active webpage content smoothly in pixel offsets (ideal for thumbstick scrolling).

Blueprint / C++ Syntax
TargetWebView->ScrollBy(0.0f, ThumbstickY * 50.0f);
Callable
⌨️Keyboard & Text
ƒSendText
▶Exec
●Target (Self)
●Text(String)
Then▶

Inserts a string of text directly into the currently focused web input field or textarea.

Blueprint / C++ Syntax
TargetWebView->SendText(TEXT("Hello VR World"));
Callable
⌨️Keyboard & Text
ƒSendKey
▶Exec
●Target (Self)
●Key(String)
Then▶

Dispatches special navigation keystrokes ("Backspace", "Enter", "Tab", "Delete", "ArrowLeft", etc.).

Blueprint / C++ Syntax
TargetWebView->SendKey(TEXT("Backspace"));
Callable
🎬Media & Audio
ƒPlayMedia
▶Exec
●Target (Self)
Then▶

Starts or resumes HTML5 video and audio playback on the active webpage.

Blueprint / C++ Syntax
TargetWebView->PlayMedia();
Callable
🎬Media & Audio
ƒPauseMedia
▶Exec
●Target (Self)
Then▶

Pauses active HTML5 video or audio playback.

Blueprint / C++ Syntax
TargetWebView->PauseMedia();
Callable
🎬Media & Audio
ƒTogglePlayPause
▶Exec
●Target (Self)
Then▶

Toggles between playing and paused states on any active video/audio element.

Blueprint / C++ Syntax
TargetWebView->TogglePlayPause();
Callable
🎬Media & Audio
ƒSetMediaVolume
▶Exec
●Target (Self)
●Volume(Float)
Then▶

Sets media volume from 0.0 (Silent) to 1.0 (Full volume).

Blueprint / C++ Syntax
TargetWebView->SetMediaVolume(0.75f);
Callable
🎬Media & Audio
ƒSetMediaMuted
▶Exec
●Target (Self)
●bInMuted(Boolean)
Then▶

Mutes or unmutes all HTML5 media on the active webpage dynamically at runtime.

Blueprint / C++ Syntax
TargetWebView->SetMediaMuted(true);
Pure
🎬Media & Audio
ƒIsMediaMuted
●Target (Self)
Return Value●(Boolean)

Pure getter returning whether audio is currently muted.

Blueprint / C++ Syntax
bool bMuted = TargetWebView->IsMediaMuted();
Callable
🔄JavaScript Bridge
ƒExecuteJavaScript
▶Exec
●Target (Self)
●Script(String)
Then▶

Runs arbitrary JavaScript in the active DOM context with sub-millisecond execution.

Blueprint / C++ Syntax
TargetWebView->ExecuteJavaScript(TEXT("document.title = 'Updated from UE5';"));
Callable
🔄JavaScript Bridge
ƒClearCache
▶Exec
●Target (Self)
Then▶

Purges HTTP disk cache and temporary assets for this instance.

Blueprint / C++ Syntax
TargetWebView->ClearCache();
Callable
🔄JavaScript Bridge
ƒClearCookies
▶Exec
●Target (Self)
Then▶

Clears shared Android WebView session cookies.

Blueprint / C++ Syntax
TargetWebView->ClearCookies();
Callable
⚡Performance & Materials
ƒSetTargetFPS
▶Exec
●Target (Self)
●FPS(Float)
Then▶

Dynamically caps frame rate (15.0 to 70.0+ FPS) for this specific instance to conserve battery/GPU.

Blueprint / C++ Syntax
TargetWebView->SetTargetFPS(30.0f);
Callable
⚡Performance & Materials
ƒPauseRendering
▶Exec
●Target (Self)
Then▶

Suspends GPU texture updates while keeping the web session and audio alive in the background.

Blueprint / C++ Syntax
TargetWebView->PauseRendering();
Callable
⚡Performance & Materials
ƒResumeRendering
▶Exec
●Target (Self)
Then▶

Resumes GPU texture updates after being paused.

Blueprint / C++ Syntax
TargetWebView->ResumeRendering();
Pure
⚡Performance & Materials
ƒIsRenderingPaused
●Target (Self)
Return Value●(Boolean)

Pure getter returning true if texture updates are currently paused.

Blueprint / C++ Syntax
bool bPaused = TargetWebView->IsRenderingPaused();
Callable
⚡Performance & Materials
ƒSetMaterial
▶Exec
●Target (Self)
●InMaterial(UMaterialInterface*)
Then▶
Return Value●(UMaterialInstanceDynamic*)

Assigns a base material and creates/binds a dynamic material instance automatically.

Blueprint / C++ Syntax
UMaterialInstanceDynamic* MID = TargetWebView->SetMaterial(BaseMaterial);
Event Delegate
🔔Events & Delegates
ƒOnTextInputFocusChanged
▶Exec
●Target (Self)
Then▶
WebView●(UQuestWebViewComponent*)
bFocused●(Boolean)

Fired when user clicks any web text input or textarea. Use this to show/hide 3D VR virtual keyboards.

Blueprint / C++ Syntax
Event OnTextInputFocusChanged(WebView, bFocused) -> {
    KeyboardWidget.SetVisibility(bFocused ? Visible : Collapsed);
};
Event Delegate
🔔Events & Delegates
ƒOnJavaScriptMessage
▶Exec
●Target (Self)
Then▶
Message●(String)

Fired when webpage JavaScript calls window.quest3d.postMessage("...").

Blueprint / C++ Syntax
Event OnJavaScriptMessage(Message) -> {
    PrintString("Received: " + Message);
};
Event Delegate
🔔Events & Delegates
ƒOnLoadCompleted
▶Exec
●Target (Self)
Then▶
Url●(String)
bSuccess●(Boolean)

Fired when the webpage finishes loading HTML, CSS, and DOM assets completely.

Blueprint / C++ Syntax
Event OnLoadCompleted(Url, bSuccess) -> { ... };
Event Delegate
🔔Events & Delegates
ƒOnLoadError
▶Exec
●Target (Self)
Then▶
ErrorCode●(Integer)
Description●(String)
FailingUrl●(String)

Fired when a network error or HTTP failure occurs during page navigation.

Blueprint / C++ Syntax
Event OnLoadError(ErrorCode, Description, FailingUrl) -> { ... };
Event Delegate
🔔Events & Delegates
ƒOnVideoDetected
▶Exec
●Target (Self)
Then▶
Url●(String)
bIsPlayable●(Boolean)
UVPosition●(Vector2D)
UVSize●(Vector2D)

Fired whenever an HTML5 <video> tag is mounted or starts streaming in the webpage.

Blueprint / C++ Syntax
Event OnVideoDetected(Url, bIsPlayable, UVPosition, UVSize) -> { ... };

Released for Unreal Engine 5.5 on Meta Quest.