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Workflow Run Event

Viewing v2— current version

POST

Sent when a workflow run finishes, fails or is cancelled.

Media typeapplication/json
WorkflowRunWebhookEvent

Delivered when a workflow run reaches a terminal state.

object
id
required
Id

Unique event id, repeated in the webhook-id header.

string
type
required
WebhookEventType

Workflow_run.succeeded, workflow_run.failed or workflow_run.cancelled.

string
Allowed values: inference.completed inference.failed inference.cancelled training.succeeded training.failed scoring_run.completed scoring_run.failed workflow_run.succeeded workflow_run.failed workflow_run.cancelled
created_at
required
Created At

When the event was raised (RFC 3339).

string
data
required
GetWorkflowRunOutput

Identical to the body of GET on the workflow run.

object
run_id
required
Run Id

Unique identifier for this workflow run.

string format: uuid
status
required
BlueprintRunStatus

Current status: pending, running, success, failure, or cancelled.

string
Allowed values: pending running success failure cancelled
poll_interval_seconds
Poll Interval Seconds

Suggested polling interval in seconds. Present while PENDING or RUNNING.

integer
nullable
steps
Steps

Status of each step composing the workflow run.

Array<object>
default:
GetWorkflowRunStep
object
name
required
Name

The name of the workflow step

string
status
required
BlueprintRunStatus

The execution status of the step: pending, running, success, failure, or cancelled.

string
Allowed values: pending running success failure cancelled
error
Error

The error details if any

string
nullable
error_code
Error Code

Machine-readable error code if the step failed.

string
nullable
estimated_price_creative_units
Estimated Price Creative Units

Estimated Creative Units price. Present when available.

number
nullable
completed_at
Completed At

Completion timestamp. Present only on SUCCESS.

string format: date-time
nullable
actual_price_creative_units
Actual Price Creative Units

Actual Creative Units price charged. Present only on SUCCESS.

number
nullable
outputs
Outputs

Generated assets. Present only on SUCCESS.

Array<object>
nullable
WorkflowRunAsset
object
object_id
required
Object Id

Unique identifier of the generated object.

string format: uuid
object_type
required
LibraryObjectType

Type of generated object: file or asset.

string
Allowed values: directory file asset style blueprint skill
file_id
File Id

File ID — pass directly as input to forge or workflow runs without re-uploading.

string format: uuid
nullable
url
required
Url

Download URL for the asset.

string
content_type
required
Content Type

MIME type, e.g. image/png or video/mp4.

string
preview_url
Preview Url

Image preview URL.

string
nullable
width
Width

Width in pixels.

integer
nullable
height
Height

Height in pixels.

integer
nullable
duration_seconds
Duration Seconds

Duration in seconds for video assets.

number
nullable
file_size_bytes
File Size Bytes

File size in bytes.

integer
nullable
metadata
Any of:
FileMetadataView

What an engine needs beyond the image to build a resource from a file. Each kind is null when absent.

object
tile
Any of:
TileMetadataView

Where a game tile’s sprite sits on its grid, in the sprite’s own pixels from its top-left corner.

object
shape
required
TileShape

The outline of one grid cell seen from straight above.

string
Allowed values: SQUARE HEXAGON
orientation
required
TileOrientation

How the cell is turned to the camera: DIAMOND or ALIGNED for a square, POINTY_TOP or FLAT_TOP for a hexagon.

string
Allowed values: DIAMOND ALIGNED POINTY_TOP FLAT_TOP
elevation
required
Elevation

Camera tilt in degrees above the ground plane; 90 is straight down.

number
facing
required
Facing

Quarter turn of the camera around the tile, in degrees clockwise seen from above: 0, 90, 180, or 270. A hexagon is only drawn facing 0.

integer
footprint_width
required
Footprint Width

Cells the footprint covers across (the base’s right-hand edge) at facing 0.

integer
footprint_depth
required
Footprint Depth

Cells the footprint covers deep (the base’s left-hand edge) at facing 0.

integer
height
required
Height

Wall height in cell sides: 0 is a flat ground tile, 1 a cube on a square.

number
tile_width
required
Tile Width

Width in pixels of one cell’s base outline in the sprite.

integer
tile_height
required
Tile Height

Height in pixels of one cell’s base outline in the sprite.

integer
anchor
required
TilePointView

The point the tile is placed by: the bottom centre of the cell it stands on (the front cell of a footprint wider than one).

object
x
required
X

Pixels right of the sprite’s left edge.

number
y
required
Y

Pixels down from the sprite’s top edge.

number
cell_center
required
TilePointView

The centre of the anchor’s cell. Godot and Unity pin a tile here rather than at the anchor.

object
x
required
X

Pixels right of the sprite’s left edge.

number
y
required
Y

Pixels down from the sprite’s top edge.

number
base_outline
required
Base Outline

The footprint’s whole base outline, clockwise on screen from the anchor’s vertex or edge.

Array<object>
TilePointView
object
x
required
X

Pixels right of the sprite’s left edge.

number
y
required
Y

Pixels down from the sprite’s top edge.

number
subject_id
Subject Id

What the tile shows. Every facing of one subject shares it, so a tileset can group them.

string format: uuid
nullable
nine_slice
Any of:
NineSliceMetadataView

The insets a 9-slice draws a UI element by, in the image’s own pixels in from each edge.

The corners are drawn at their own size, the edges stretch along their length, and the centre stretches both ways.

object
left
required
Left

Pixels in from the left edge.

integer
top
required
Top

Pixels in from the top edge.

integer
right
required
Right

Pixels in from the right edge.

integer
bottom
required
Bottom

Pixels in from the bottom edge.

integer
source
required
NineSliceSource

DETECTED when measured off the pixels, USER when a person set the insets.

string
Allowed values: DETECTED USER
sprite_sheet
Any of:
SpriteSheetMetadataView

The frame grid a sprite sheet was packed on, in the sheet’s own pixels from its top-left corner.

Cells start margin pixels in from the sheet’s edges with spacing pixels between them.

object
columns
required
Columns

Cells across.

integer
rows
required
Rows

Cells down.

integer
cell_width
required
Cell Width

Width of one cell in pixels.

integer
cell_height
required
Cell Height

Height of one cell in pixels.

integer
margin
required
Margin

Pixels between the sheet’s edges and the outer cells.

integer
spacing
required
Spacing

Pixels between neighbouring cells.

integer
frames
required
Frames

The frames, in play order: left to right, then top to bottom, unless the list orders them otherwise.

Array<object>
SpriteSheetFrameView

One frame’s rect on the sheet, in the sheet’s own pixels from its top-left corner.

object
index
required
Index

The frame’s cell in reading order over the whole grid (left to right, then top to bottom). Cells that hold no frame are left out, so indexes can skip.

integer
x
required
X

The frame’s left edge on the sheet, in pixels.

integer
y
required
Y

The frame’s top edge on the sheet, in pixels.

integer
w
required
W

The frame’s width in pixels.

integer
h
required
H

The frame’s height in pixels.

integer
anchor
Any of:
TilePointView
object
x
required
X

Pixels right of the sprite’s left edge.

number
y
required
Y

Pixels down from the sprite’s top edge.

number
animations
required
Animations

Named animations over the frames. When empty, play the sheet as one animation named default over every frame in frames order, at 12 fps, looping.

Array<object>
SpriteSheetAnimationView
object
name
required
Name

The animation’s name.

string
frames
required
Frames

Frame indexes (frames[].index), in play order.

Array<integer>
fps
required
Fps

Frames per second.

number
loop
required
Loop

Whether the animation restarts after its last frame.

boolean
error
Error

Error message. Present only on FAILURE.

string
nullable
error_code
Error Code

Machine-readable error code. Present only on FAILURE. Balance-related values: BlueprintInsufficientBalanceError (the workspace ran out of Creative Units — top up and resubmit), BlueprintBalanceUnavailableError (the balance could not be verified, retry later) and BlueprintUsageLimitExceededError (the member who started the run is past their usage limit: ask a workspace admin for more, or wait for it to reset).

string
nullable
webhook
Any of:
WebhookStatusView

What a job’s GET reports about the callback attached to it.

The URL is echoed so a caller can tell which of its endpoints a run was aimed at; the rest is how the delivery went, which is the only place a failed delivery is visible.

object
url
required
Url

The callback URL this run was submitted with.

string
status
required
WebhookDeliveryStatus

Pending until a delivery settles, then delivered or failed.

string
Allowed values: pending delivered failed
attempts
required
Attempts

How many delivery attempts have been made.

integer
last_attempt_at
Last Attempt At

When the last attempt was made.

string format: date-time
nullable
last_response_status
Last Response Status

HTTP status the receiver returned on the last attempt, if it responded.

integer
nullable
last_error
Last Error

Why the last attempt did not succeed. Null once delivered.

string
nullable
metadata
Metadata

Whatever you sent as webhook.metadata.

object
key
additional properties
string

Successful Response

Media typeapplication/json
Examplegenerated
example

Validation Error

Media typeapplication/json
HTTPValidationError
object
detail
Detail
Array<object>
ValidationError
object
loc
required
Location
Array
msg
required
Message
string
type
required
Error Type
string
input
Input
ctx
Context
object
Examplegenerated
{
"detail": [
{
"loc": [
"example"
],
"msg": "example",
"type": "example",
"input": "example",
"ctx": {}
}
]
}