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.
20 results for database
SETUP: 1. Create struct FItemData: {Name(Name), Damage(float), Icon(Texture2D), Description(Text)}. 2. Create DataTable with row type FItemData. Add rows (Sword, Bow, Staff...). READ: GetDataTableRow(Table=DT_Items, RowName='Sword') → Row Found exec → BreakFItemData(OutRow) → use Damage, Name, etc. DYNAMIC READ (from variable): SetVariable(CurrentItemName='Bow') → GetDataTableRow(RowName=CurrentItemName) → same flow. LIST ALL: GetDataTableRowNames → ForEachLoop → GetDataTableRow per name → display. Key: GetDataTableRow exec outs are 'Row Found' and 'Row Not Found' (NOT 'then').
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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: Struct S_InventoryItem(ItemName:String, Quantity:int, Icon:Texture2D, bStackable:bool). Variable Inventory(Array<S_InventoryItem>). AddItem: ForEachLoop(Inventory) → Branch(Element.ItemName == NewItem.Name AND bStackable) → True: SET Element.Quantity += Amount. If not found: Array_Add(NewItem). RemoveItem: Find index → Branch(Quantity > 1) → True: decrement. False: Array_Remove.
A spreadsheet-like asset holding rows of a struct type. Great for item catalogs, dialogue lines, level configs.
A 2D image asset used by Materials (color, normal, roughness maps) or UMG Images.
Pure node. Type-specific variants: SelectFloat, SelectInt, SelectVector, SelectObject, SelectString, SelectColor.
SelectUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoA case-insensitive immutable string ID. Fast comparisons; used for tags, slot names, asset references.
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.
BooleanORUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago