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.
21 results for counter
Pattern: Variables JumpCount(int)=0, MaxJumps(int)=2. Jump input → Branch(JumpCount < MaxJumps) → True: LaunchCharacter(0,0,JumpZVelocity) → SET JumpCount+1. OnLanded event → SET JumpCount=0. Don't use built-in Jump for multi-jump — use LaunchCharacter instead.
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.
Pattern: EventActorBeginOverlap → CastTo<BP_Character>(Object=OtherActor) → Cast Succeeded → DoOnce → [your action here]. Key pins: EventActorBeginOverlap outputs 'OverlappedActor' and 'OtherActor'. CastTo input is 'Object', exec outputs are 'Cast Succeeded' and 'Cast Failed'. DoOnce exec output is 'Completed'.
OR=BooleanOR, NOT=Not_PreBool, XOR=BooleanXOR
ANDUE 5.4, 5.7updated 3mo agoStopMontageUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoLess_FloatFloatUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoDoNUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoPattern: 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).
Two collision shapes occupying the same space without blocking. Use for triggers (volume, pickup).
BooleanANDUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo ago