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.
23 results for build
Also: BuildString_Int, BuildString_Name, BuildString_Vector, etc.
Build StringUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUnreal Editor — the desktop app you build games in. Plugins and tools (like WoalzCraft) extend it.
ADD: Array Add (Target Array=MyArray, New Item=newElement). READ: Array Get (Target Array=MyArray, Index=i) → use 'Item' output. FIND: Array Contains (returns bool) or Array Find (returns index, -1 if not found). REMOVE by index: Array Remove (Target Array=MyArray, Index=i). REMOVE by value: Array Remove Item (Target Array=MyArray, Item=value). ITERATE: ForEachLoop(Array=MyArray) → 'Array Element' output is the current item. LENGTH: Array Length (returns int). Key: Array nodes operate on the array BY REFERENCE — always connect the array variable directly.
1. TICK MANAGEMENT: - Disable tick on static actors (SetActorTickEnabled=false). - Use SetActorTickInterval(0.1-0.5) for AI, non-critical systems. - Prefer event-driven over tick polling where possible. 2. AVOID EVERY-TICK EXPENSIVE CALLS: - GetAllActorsOfClass: cache in BeginPlay, refresh only when needed. - CastTo: cache result in variable after first cast. - GetComponentByClass: call once and store reference. 3. VISIBILITY: - SetActorHiddenInGame + SetActorTickEnabled=false for off-screen actors. - Use LOD (Level of Detail) on meshes. 4. SPAWNING: - Use object pooling for frequently spawned/destroyed actors (bullets, effects). 5. EVENTS OVER POLLING: - Use overlap events instead of periodic distance checks. - Use delegates/dispatchers instead of checking conditions each frame.
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.
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 agoMakeHitResultUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoACharacter::LaunchCharacter. Good for knockback, bouncing, jumppads.
Launch CharacterUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago