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.
25 results for Editor
Unreal Editor — the desktop app you build games in. Plugins and tools (like WoalzCraft) extend it.
Runs in the editor whenever the actor is placed or changed. Use for editor-time setup; doesn't run at PIE.
Play In Editor — runs the game inside the editor process for fast iteration. Some systems behave differently in PIE vs Standalone.
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.
The editor panel that lists every asset in the project. Drag-drop, right-click create, and filter by type live here.
Any project file the editor manages — Blueprints, textures, sounds, materials, levels, etc. Stored as .uasset on disk.
SetActorLabelUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoWhy: 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.
Editable text (Mutable). Use Text for player-facing localized text instead — String is for internal logic.
Must call this before SetScalarParameterValue/SetVectorParameterValue. Store the result in a variable for reuse.
CreateDynamicMaterialInstanceUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago