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.
28 results for condition
Why: Function '{fn}' contains a ForLoop or WhileLoop whose condition is never reached or whose body never updates the counter. The game will freeze when this code runs. Fix: If WhileLoop: ensure the body modifies the condition variable so eventually the condition becomes false. If ForLoop: check the Index range — Last Index must be >= First Index. Add a Print String of the index inside the loop body so you can see if it's actually iterating.
Macro. WARNING: can cause infinite loop if condition never becomes false.
WhileLoopUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPure node. bPickA=true returns A, bPickA=false returns B. Works for any type.
SelectFloatUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: EventAnyDamage → Subtract_FloatFloat(A=CurrentHealth, B=Damage) → Clamp(Value=Result, Min=0, Max=MaxHealth) → SetVariable(Health=ClampResult) → Branch(Condition=(Health <= 0)) → True: call OnDeath custom event. Variables needed: Health (float), MaxHealth (float). EventAnyDamage output pin is 'Damage' (float). Clamp inputs: 'Value', 'Min', 'Max'. All floats.
string
OR=BooleanOR, NOT=Not_PreBool, XOR=BooleanXOR
ANDUE 5.4, 5.7updated 2mo agoLess_FloatFloatUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoDealing 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.
BooleanANDUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago