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 distribute
MultiGateUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoLays out children top-to-bottom. Children's Size pins control how space is distributed.
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.
ApplyRadialDamageUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUGameplayStatics::BreakHitResult. Most important outputs: bBlockingHit, ImpactPoint, ImpactNormal, HitActor, HitComponent.
Break Hit ResultUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoLays out children left-to-right. Same Size pin model as Vertical Box.
Legacy Cascade system. Prefer Niagara (SpawnSystemAtLocation) for new projects.
SpawnEmitterAtLocationUE 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.
UNiagaraFunctionLibrary::SpawnSystemAtLocation. bAutoDestroy=true for fire-and-forget. Use SpawnSystemAttached to attach to a component.
SpawnSystemAtLocationUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago