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.
46 results for add
UKismetArrayLibrary::Array_Add. Returns new index.
AddUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPin names A, B, ReturnValue.
AddUE 5.4, 5.7updated 2mo agoTarget Array is the array variable (pass by reference). Returns new array length.
Array_AddUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoVector + VectorUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoAddActorToTagUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoCreate 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.
Standard addition. Works on Integer, Float, Vector, Rotator, etc — UE picks the right overload from pin types.
One-shot force. bVelChange=true treats Impulse as velocity change.
Add ImpulseUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agobVelChange=true treats Impulse as direct velocity change (ignores mass). bVelChange=false treats it as a force impulse (mass-dependent).
AddImpulseUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoOR=BooleanOR, NOT=Not_PreBool, XOR=BooleanXOR
ANDUE 5.4, 5.7updated 2mo ago