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.
37 results for bp
Why: Some node or variable hardcoded a reference to BP_{name}, but that file was deleted or moved. The Asset Registry can't resolve it. Fix: Either: (a) re-create BP_{name} if accidentally deleted (Content Browser → right-click → Blueprint Class), or (b) update the reference to point at the correct existing Blueprint, or (c) make the reference soft (TSoftObjectPtr) so missing assets don't fail compilation.
Blueprint-exposed version of NewObject. Cast result to your specific class.
ConstructObjectFromClassUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoCREATE: New Blueprint → parent class UActorComponent (or USceneComponent if needs transform). Add variables (Health, MaxHealth). Add EventBeginPlay (available in component). Add custom events/functions (TakeDamage, Heal, OnDeath). ADD TO ACTOR: In your Actor BP → Add Component → search for your component class. Or: SpawnActorFromClass → GetComponentByClass → CastTo<BP_HealthComponent>. CROSS-COMMUNICATION: In Component's OnDeath → GetOwner → CastTo<BP_Character> → call OnCharacterDied. Or: Component has Event Dispatcher 'OnDied' → owner binds to it. BENEFIT: Reuse HealthComponent on Enemy, Player, Vehicle without code duplication.
Pattern: BoxCollision trigger, variable OverlappingActors(int)=0. OnBeginOverlap: OverlappingActors++ → Branch(OverlappingActors >= RequiredCount) → Activate. OnEndOverlap: OverlappingActors-- → Branch(OverlappingActors < RequiredCount) → Deactivate. Use interface or event dispatcher to notify connected actors (doors, platforms).
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.
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Pattern: Variables RegenRate(float)=5.0, RegenDelay(float)=3.0, RegenTimerHandle. On damage received: ClearTimer(RegenTimerHandle) → SET timer(RegenDelay, RegenTick, looping=true). RegenTick function: Branch(Health < MaxHealth) → True: SET Health = FClamp(Health + RegenRate*DeltaSeconds, 0, MaxHealth). False: ClearTimer.
Pattern: Pickup actor with SphereCollision(overlap), StaticMesh visual. OnComponentBeginOverlap → CastTo PlayerCharacter → Success: call AddScore/AddItem interface on player → PlaySoundAtLocation → SpawnEmitterAtLocation → DestroyActor(self). Set collision to OverlapOnlyPawn for performance.