Blueprint Icon Meanings

Hello,
I searched the documentation, and the forums for an answer but could not find one, so I came to bother :slight_smile:

Each blueprint node has some associated icon(s). For example the italic f means function (seems to be at least), but there is a green one and a blue one.

If some documentation exists on what these mean, please forward me there, otherwise, if you could at least tell me what the ones below mean, I’d really appreciate it.

blueprintIcons.JPG

Just so I don’t look like a tard, I can guess:
Flowerpot: is instantiation (like a UML object), but that doesn’t make sense because Flush Leaderboards doesn’t return an instance of a flushed leaderboard.
Computer with bolt: Client side stuff?
Blue italic f: kind of like a procedure (it doesn’t return anything)
Server with bolt: Server side stuff?
Green italic f: a real function because it contains a return mechanism
Gear: I have no idea
Clock: Something to do with time sensitivity?

Take a look here
https://www.mmbalto.com/2019/02/08/the-legend-of-the-blueprint-icons/

@SouthBot I sincerely appreciate you helping out on this question. I was going to leave it dead in the water for quite a few weeks before I tried a friendly bump as it’s not critical.

That site definitely helps! I commented on the post and asked if the poster could provide more insight and provided the link to this forum entry.

Thanks @SouthBot

sadly that site is not available? can you describe the icons somewhere here pls?

Kismet library member
Widget event
Callable function
Damage system event
Pure function
Macro
Asynchronous function

In functional programming a “Pure Function” is a function that always returns same result given same input parameters, although in Unreal that’s not true since you can modify outside variable states within a pure unreal function.

Macros are somewhat templates for functions.

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I just made a Blueprint interface with a getter and a setter, and I didn’t specify an output value in the setter, which got me the green icon.

I was very confused by this, because I only managed to implement it via an Event at first, but by adding an output value and then deleting it, I managed to implement it via a function call instead…

Anyone have any more information about what is going on in this specific case? Searching for more information about this has been very difficult, this is the only topic I’ve seen mentioning it.