Knowledge base
Knowledge base
Knowledge base
Free, anonymous browsing of Unreal Engine Blueprint examples, node references, and best practices. The same content the WoalzCraft plugin uses to generate Blueprints.
20 results for Construction Script
Why: Construction Script runs while the actor is being placed in the editor — before BeginPlay. Other actors in the world don't exist yet from this actor's perspective. Some self properties are also not yet initialized. Fix: Move the logic from Construction Script to Event BeginPlay. Construction Script should only set up THIS actor's components/properties, not query the world. If you need editor-time behavior, use the ifEditorOnly check + restricted property reads.
Why: Construction Script runs in the editor before the world is fully loaded. Spawning actors here is unsupported because the receiving world might not exist yet. Fix: Move the Spawn Actor node from Construction Script to Event BeginPlay. BeginPlay runs at runtime when the world is ready and other actors can be spawned safely.
Runs in the editor whenever the actor is placed or changed. Use for editor-time setup; doesn't run at PIE.
Also: BuildString_Int, BuildString_Name, BuildString_Vector, etc.
Build StringUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoBranchUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoMake ColorUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoFires once on actor spawn (after construction). Use for setup that needs other actors in the world to exist.
Pattern: PoolManager with Array<AActor*> AvailablePool. Init: loop SpawnActor N times → SetActorHiddenInGame(true) → SetActorEnableCollision(false) → Array_Add to pool. GetFromPool: Array_Length > 0 → remove last → SetHidden(false) → SetCollision(true) → SetActorLocation → return. ReturnToPool: SetHidden(true) → SetCollision(false) → Array_Add back.
Make VectorUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago