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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.