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 Transition
Pattern: CreateWidget(WBP_LoadingScreen) → AddToViewport(ZOrder=100) → LoadStreamLevel or OpenLevel(NewMapName). For async: AsyncLoadLevel → OnCompleted → RemoveFromParent(LoadingWidget). Store persistent data in GameInstance before transition. Use Seamless Travel for multiplayer.
A graph of animation states connected by transitions. Each state plays a sequence/blend; transitions fire on rule conditions.
Pattern: custom trigger or UI button → [save player data to SaveSlot] → OpenLevel(LevelName='Level_02', bAbsolute=true, Options=''). For loading screen: SetGlobalTimeDilation(0.001) briefly while level loads (freeze world), or use AsyncLoadLevel with progress callback. Key: OpenLevel is in GameplayStatics. 'LevelName' is the map asset name (not full path). bAbsolute=true discards current level completely. Options string can pass params like '?GameMode=BP_GM'.
An AnimBP — drives Skeletal Mesh animation via a state machine + transition rules. Set AnimClass on the Skeletal Mesh Component.
Variables: CurrentState (your EState enum: Idle, Patrol, Chase, Attack, Dead). EventTick or custom Update event → Switch on EState(CurrentState) → Idle: [idle logic] → Patrol: [patrol logic] → Chase: [chase logic] etc. State transitions via custom events: OnEnemySpotted → SetVariable(CurrentState=EState::Chase). OnEnemyLost → SetVariable(CurrentState=EState::Patrol). OnDamaged → Branch(Health<=0) → True: SetVariable(CurrentState=EState::Dead). Key: Switch On Enum node — connect enum variable to the input, each value gets an exec output pin.
BreakTransformUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: WBP_MainMenu with WidgetSwitcher containing panels (Main, Options, Credits). Buttons: OnClicked → SetActiveWidgetIndex(WidgetSwitcher, PanelIndex). Play button: RemoveFromParent → OpenLevel(GameMap). Quit: QuitGame. Level BP BeginPlay: CreateWidget(MainMenu) → AddToViewport → SetInputModeUIOnly → SetShowMouseCursor(true).
Break TransformUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoMacro. Enter only passes through when gate is open.
GateUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPure node. Essential for SpawnActorFromClass which requires a Transform, not separate Location/Rotation.
MakeTransformUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago