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 2mo agoUnPossessUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoMultiGateUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo 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 2mo agoPossessPawnUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo 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 2mo agoLess_FloatFloatUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUKismetMathLibrary::BreakRotator. NOT BreakRot.
BreakRotatorUE 5.4, 5.7updated 2mo ago