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 decoupling
Pattern: Actor A declares EventDispatcher OnScoreChanged(int NewScore). Actor B (listener) BeginPlay: GetActorOfClass(A) → BindEvent(OnScoreChanged) → custom event handler. Actor A calls OnScoreChanged.Broadcast(Score) when score changes. Bind in BeginPlay, Unbind in EndPlay to avoid dangling references.
Break Vector 2DUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoUnPossessUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoMultiGateUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoPattern: 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.
Break VectorUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoPossessPawnUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoCall on the mesh/primitive component, NOT on the actor itself. Use GetMesh() to get SkeletalMeshComponent first.
SetSimulatePhysicsUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoLess_FloatFloatUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoUKismetMathLibrary::BreakRotator. NOT BreakRot.
BreakRotatorUE 5.4, 5.7updated 3mo ago