new_contents: import unreal_engine as ue
  from unreal_engine.classes import K2Node_InputKey, K2Node_SpawnActorFromClass, Actor, Character, KismetMathLibrary
  
  # create  a new blueprint
  new_blueprint = ue.create_blueprint(Actor, '/Game/StrangeBlueprint')
  
  # add a member float variable
  ue.blueprint_add_member_variable(new_blueprint, 'Speed', 'float')
  
  # get a reference to the first graph page
  uber_page = new_blueprint.UberGraphPages[0]
  
  # get good coordinates for a new node
  x, y = uber_page.graph_get_good_place_for_new_node()
  # add the Speed variable to the graph
  uber_page.graph_add_node_variable_get('Speed', None, x, y)
  
  x, y = uber_page.graph_get_good_place_for_new_node()
  # add a custom event to the graph
  hello_world = uber_page.graph_add_node_custom_event('Hello World', x, y)
  
  # get a reference to the 'then' pin
  hello_world_then = hello_world.node_find_pin('then')
  
  x, y = uber_page.graph_get_good_place_for_new_node()
  # add a 'Spawn Actor From Class' node
  spawn_actor_node = uber_page.graph_add_node(K2Node_SpawnActorFromClass, x, y)
  
  # set its Class pin
  pin_class = spawn_actor_node.node_find_pin('Class')
  pin_class.default_object = Character
  
  # get a reference to its 'exec' pin
  spawn_actor_node_exec = spawn_actor_node.node_find_pin('execute')
  
  # link the hello world event to the spawn actor node
  hello_world_then.make_link_to(spawn_actor_node_exec)
  
  x, y = uber_page.graph_get_good_place_for_new_node()
  # create a 'make transform' node
  make_transform = uber_page.graph_add_node_call_function(KismetMathLibrary.MakeTransform, x, y)
  
  # link the return value of 'make transform' to the 'SpawnTransform' pin of the spawn actor node
  make_transform.node_find_pin('ReturnValue').make_link_to(spawn_actor_node.node_find_pin('SpawnTransform'))
  
  input_key = K2Node_InputKey()
  # TODO implement the FKey struct
  #input_key.InputKey = ???
  input_key_node = uber_page.graph_add_node(input_key, 400, 400)
  
  # compile the blueprint
  ue.compile_blueprint(new_blueprint)
  
  # save it
  ue.editor_save_all()
  
subject: Create graphs_creator.py