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.
22 results for apply
Continuous force — apply every frame. Use AddImpulse for one-shot.
Add ForceUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoTriggers EventAnyDamage and EventPointDamage on the target actor.
ApplyDamageUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoOne-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 3mo agoAddForceUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoPattern: OnDeath → GetMesh → SetSimulatePhysics(bSimulate=true) → AddImpulse(Impulse=MakeVector(X=0,Y=0,Z=500), bVelChange=true). For explosion: GetMesh → AddRadialImpulse(Origin=ExplosionLocation, Radius=500, Strength=1000, Falloff=RIF_Linear, bVelChange=false). Key: Always call SetSimulatePhysics BEFORE AddImpulse. AddImpulse input 'bVelChange=true' for direct velocity (ignores mass). AddRadialImpulse is on PrimitiveComponent.
ApplyRadialDamageUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agobXYOverride/bZOverride: if true, replaces current velocity. If false, adds to it.
LaunchCharacterUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo 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 3mo agoUGameplayStatics::ApplyDamage. Triggers EventAnyDamage on target.
Apply DamageUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoQuitGameUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo ago