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 aoe
Dealing damage: Event → ApplyDamage(TargetActor, BaseDamage, InstigatorController, DamageCauser, DamageTypeClass). Receiving: EventAnyDamage → Damage output → Subtract_FloatFloat(CurrentHealth, Damage) → FClamp(Result, 0, MaxHealth) → SET CurrentHealth → Branch(CurrentHealth <= 0) → True: DestroyActor. Initialize CurrentHealth=MaxHealth in BeginPlay.
Pattern: Attack input → Branch(bCanAttack) → PlayMontage(AttackMontage) → SET bCanAttack=false. AnimNotify during montage: GetActorLocation + GetActorForwardVector*AttackRange → SphereTraceMulti(Loc, Loc+Forward*Range, AttackRadius) → ForEach hit: Branch(HitActor != Self AND not already hit) → ApplyDamage(HitActor, Damage). OnMontageEnded → SET bCanAttack=true.
ApplyRadialDamageUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoA SceneComponent with simulate-physics enabled. Driven by forces, gravity, collisions instead of explicit transforms.
Pattern: Variables CurrentWave(int)=0, EnemiesAlive(int)=0, EnemiesPerWave(Array<int>). StartWave: CurrentWave++ → SET EnemiesAlive=EnemiesPerWave[CurrentWave]. Timer looping: Branch(SpawnedThisWave < EnemiesPerWave[CurrentWave]) → SpawnActor(EnemyClass, RandomSpawnPoint) → SpawnedThisWave++. OnEnemyDeath: EnemiesAlive-- → Branch(EnemiesAlive <= 0) → StartNextWave or Victory.
Internal function name is MultiplyMultiply_FloatFloat (operator **).
PowerUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoCall on the SkeletalMeshComponent. Get it via GetMesh() on Character. Returns montage length. Exec out is 'then'.
PlayMontageUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: PoolManager with Array<AActor*> AvailablePool. Init: loop SpawnActor N times → SetActorHiddenInGame(true) → SetActorEnableCollision(false) → Array_Add to pool. GetFromPool: Array_Length > 0 → remove last → SetHidden(false) → SetCollision(true) → SetActorLocation → return. ReturnToPool: SetHidden(true) → SetCollision(false) → Array_Add back.
A scene containing actors, lighting, geometry. Open a level via Open Level. Sublevels stream in/out.
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