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.
26 results for Struct
Splits a struct value into its individual fields (e.g. Break Vector → X, Y, Z pins). Distinct from the loop Break — see that entry.
Create struct FInventoryItem: {ItemName (Name), ItemCount (int), ItemData (object ref)}. Variable: Inventory (Array<FInventoryItem>). AddItem: ForEachLoop(Inventory) → CastTo/Break FInventoryItem → Branch(ItemName==NewItem.Name) → True: Get → Modify Count → Array Set (replace at index) → return. If not found: Make FInventoryItem → Array Add. RemoveItem: Find by name → Branch(Count>1) → True: decrement → Set at index. Else: Array Remove at index. Key: Arrays of structs require 'Array Set' with index to modify in place — getting and modifying a copy does NOT update the array.
Pattern: Struct S_InventoryItem(ItemName:String, Quantity:int, Icon:Texture2D, bStackable:bool). Variable Inventory(Array<S_InventoryItem>). AddItem: ForEachLoop(Inventory) → Branch(Element.ItemName == NewItem.Name AND bStackable) → True: SET Element.Quantity += Amount. If not found: Array_Add(NewItem). RemoveItem: Find index → Branch(Quantity > 1) → True: decrement. False: Array_Remove.
A user-defined data type bundling related fields (e.g. S_InventoryItem with Name+Count+Icon). Make/Break nodes convert.
Constructs a struct value from its individual fields (e.g. Make Vector from X/Y/Z, Make Transform).
MakeHitResultUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPure node. HitActor is the actor that was hit — cast it to use its interface.
BreakHitResultUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoA spreadsheet-like asset holding rows of a struct type. Great for item catalogs, dialogue lines, level configs.
Why: The variable '{name}' is typed as something that no longer exists in your project. This happens when you delete or rename a Blueprint, Struct, or Class that other variables referenced — UE5 leaves the reference dangling. Fix: Open the Blueprint that owns '{name}' (in the Errors panel, click the file link). In My Blueprint panel, click '{name}' to select. In Details panel, change Variable Type to a valid type, or delete the variable entirely and remove all references.
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