Blueprint API
Functions and variables
Below is a complete list of available parameters and functions. If you find that this list is missing something, feel free to reach out.


The GetSocketTransformAtIndex() node can be very useful after powerline construction for adding custom meshes or lights to poles. Virtual sockets can also be retrieved by setting the name to an index value, e.g. 0, 1, 2.
By default, powerline actors construct themselves during the Construction Script phase. However, this behavior can be customized through two primary methods, depending on your specific needs:
Enhanced Construction Script
If you need procedural logic but want to maintain editor-time visibility, you can override the Construction Script while preserving core functionality.
Add a Call to the Parent Function
Navigate to your actor’s Construction Script graph, right-click the ConstructionScript event node, and select Add Call to Parent Function.

Edit Pre-Construction
Insert your procedural logic before the parent function call. The example below demonstrates spline points manipulation.

Custom Event
This approach provides maximum control over construction timing and is ideal for procedural levels where build order matters.
Disable the Construction Script
In your custom actor’s Details panel, set the Run on Construction boolean property to false. Note that this variable can only be changed in the Class Defaults.

Use a Custom Event
Modify spline points or set any required variables before calling the ConstructPowerline() function, as shown in the example below.

DelayUntilNextTick node due to Unreal’s event order. Without this delay, the connection fails to generate because the connected actor hasn’t yet executed its own ConstructPowerline() function, leaving no data available to build the connection. In the Construction Script, everything works as expected.