As far as I know @ the moment you can only use limited templates for “triggers” in blueprints; so:
- optional (Not Required) multiple sensor’s for A blueprint, is difficult ATM I.e. none, one or multiple input sensor’s.
E.g.
input:
sensor:
name: Motion Sensor's ( Optional )
description: ( Optional ) Motion Sensor/s
default:
selector:
entity:
domain: binary_sensor
device_class: motion
multiple: true
Recommendation:
- When A blueprint renders ( saved/run/registered ), it just removes (or disables) the “trigger’s”, where the entity_id: !input “sensor” [ ‘eq’ none ]
E.g.
trigger:
# Disabled when "!input sensor" is empty
- platform: state
entity_id: !input sensor
So there may be A work around, & that is to use a “none existent” entity_id for the default: but it just seems crude to me? & Causes the Blueprint not to except any end-user input (via GUI) at all @ the time of writing this.
E.g.
input:
sensor:
name: Motion Sensor's ( Optional )
description: ( Optional ) Motion Sensor/s
default: binary_sensor.does_not_exist
selector:
entity:
domain: binary_sensor
device_class: motion
multiple: true
But ultimately having more templating options in blueprint trigger’s (&or perhaps “sensors:”) would be best. So if one wanted (as I do now) to write a blueprint that can use “expand” & filter entities (E.g. using “states.binary_sensor” ) in A trigger for A blueprint can’t currently.