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.
24 results for Delegate
K2_SetTimerDelegate. Safer than FunctionName version. Create delegate from custom event.
Set Timer by EventUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoA type-safe function pointer used by Event Dispatchers and bindings. Bind, broadcast, unbind.
Why: You're binding a function to an Event Dispatcher (Delegate), but the function's parameters don't match the dispatcher's expected signature '{expected}'. You passed '{got}'. Fix: Either: (a) change your function's input parameter types to match the dispatcher (open the function → My Blueprint → Inputs section → match types one-by-one), or (b) bind a DIFFERENT function whose signature already matches. The Details panel of the Bind Event node shows the expected signature.
BLUEPRINT FUNCTION: - Has its own execution context, can have inputs/outputs/return value. - Cannot have Delay, Timeline, or latent nodes inside. - Best for: pure logic, calculations, data transformation. - Can be overridden in child BPs (if not pure). CUSTOM EVENT: - Lives in event graph, can be called like a function. - CAN have Delay, Timeline, latent nodes. - Can be Replicated (Server/Client/Multicast). - No return value. Best for: triggered behavior, RPC calls. MACRO: - Inlined at call site — like a code template. - CAN have multiple exec inputs AND outputs. - CAN contain latent nodes. - Best for: reusable flow patterns (e.g. 'IsValidAndCast' check-and-cast pattern). PURE FUNCTION: checked 'Pure' — no exec pins, evaluated on demand. Best for getters.
PossessPawnUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSETUP: In your BP, create an Event Dispatcher (e.g. 'OnPlayerDied') in the My Blueprint panel. BIND (in another BP): Get reference to actor → Bind Event to OnPlayerDied → connect a Custom Event as the target. CALL (in owning BP): Call OnPlayerDied (appears as a pink node) → this broadcasts to all bound listeners. Key: Event Dispatchers are called with 'Call <DispatcherName>' (not 'Broadcast'). Binding is done via 'Bind Event to <DispatcherName>' which has an 'Event' exec-like pin.
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UKismetSystemLibrary::RetriggerableDelay. Latent.
Retriggerable DelayUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoDealing damage: Event → ApplyDamage(TargetActor, BaseDamage, InstigatorController, DamageCauser, DamageTypeClass). Receiving: EventAnyDamage → Damage output → Subtract_FloatFloat(CurrentHealth, Damage) → FClamp(Result, 0, MaxHealth) → SET CurrentHealth → Branch(CurrentHealth <= 0) → True: DestroyActor. Initialize CurrentHealth=MaxHealth in BeginPlay.
UE5 Enhanced Input replaces legacy BindAxis/BindAction. In BP: use 'Enhanced Action Events' category nodes (IA_ nodes appear automatically). ETriggerEvent: Started (pressed), Triggered (held), Completed (released). Input Action outputs: 'Action Value' (InputActionValue struct) and typed output.
EnhancedInputComponent_BindActionUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago