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.
26 results for common
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Less_FloatFloatUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoCross_VectorVectorUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoWhy: '{a}' includes '{b}' as a hard reference, AND '{b}' includes '{a}' as a hard reference. UE5 can't compile either one first without the other already being compiled. Fix: Break the cycle by making ONE side use a SOFT reference (TSoftObjectPtr). Pick the side that doesn't need {b} immediately at construction — change the variable type to 'Soft Object Reference' instead of 'Object Reference'. Use Load Asset to resolve it at runtime.
Two collision shapes occupying the same space without blocking. Use for triggers (volume, pickup).
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.
An unordered collection with unique elements. (The Set node for writing variables is a separate concept — see the entry for 'Set'.)
Standard multiplication. UE 5.5+ defaults to Multiply_Double; older code may use Multiply_Float — both work in Blueprints.
When connecting GetVariable or SetVariable nodes, the pin name must exactly match the variable_name field. E.g. variable 'MyHealth' → pin name 'MyHealth'. SetVariable exec input pin is always 'execute', not 'Execute' or 'in'. GetVariable has no exec pins — it is a pure data node.
SquareUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago