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 ai
SimpleMoveToActorUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoFor Behavior Trees: use MoveToLocation/MoveToActor in Blackboard-driven tasks. Use GetBlackboardComponent().GetValueAsVector/Actor to read BB keys.
AIMoveToUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoRequires NavMesh in scene. Get AIController via GetController() on the pawn, cast to AIController.
SimpleMoveToLocationUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoCall on AIController directly. AcceptanceRadius: distance at which move is considered complete.
MoveToLocationUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoAn Actor that can be possessed by a Controller. Use for the player's avatar and AI agents.
Non-physical actor that possesses a Pawn and drives its input. PlayerController = human input; AIController = AI logic.
Variables: WaypointLocations (Array<Vector>), CurrentWaypointIndex (int). Pattern: EventBeginPlay → set up WaypointLocations array → MoveToNextWaypoint (custom event). MoveToNextWaypoint: GetController → CastTo<AIController> → MoveToLocation(Dest=WaypointLocations[CurrentWaypointIndex], AcceptanceRadius=100) → Bind OnMoveCompleted delegate → In callback: Increment CurrentWaypointIndex (modulo array length) → call MoveToNextWaypoint again. Alternative: Use SimpleMoveToLocation for simpler cases. Requires NavMeshBoundsVolume in scene. GetRandomReachablePointInRadius for random wander.
Pattern: Variables PatrolPoints(Array<Vector>), CurrentIndex(int)=0. BeginPlay: SimpleMoveToLocation(PatrolPoints[0]). OnMoveCompleted (or Tick+distance check): SET CurrentIndex = (CurrentIndex+1) % Array_Length → SimpleMoveToLocation(PatrolPoints[CurrentIndex]). Add Delay between moves for wait time. Use AIMoveTo for more control.
K2Node_EnhancedInputAction. ActionValue type depends on InputAction (Bool, Float, Axis2D, Axis3D). Triggers: Started, Ongoing, Triggered, Completed, Canceled.
EnhancedInputActionUE 5.1, 5.2, 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