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 elevator
Pattern: Variables StartLocation(Vector), EndLocation(Vector). BeginPlay: SET StartLocation=GetActorLocation. Timeline MoveTimeline(Alpha 0→1 over Duration). Trigger overlap/button press → Play Timeline. Timeline Update: VLerp(StartLocation, EndLocation, Alpha) → SetActorLocation(Self, Result, bSweep=true). Finished: Delay → Reverse Timeline.
Internal function name is MultiplyMultiply_FloatFloat (operator **).
PowerUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoVariables: StartRotation (Rotator), EndRotation (Rotator), bIsOpen (bool). Add Timeline node with a float track 'Alpha' (curve from 0.0 to 1.0, duration 1.0s). Overlap trigger → Branch(bIsOpen) → False: Timeline.Play → Update: RLerp(A=StartRotation,B=EndRotation,Alpha=Alpha) → SetActorRotation → Finished: SetVariable(bIsOpen=true). True: Timeline.Reverse → Update: same RLerp → Finished: SetVariable(bIsOpen=false). Key Timeline pins: Play exec input opens forward. Reverse plays backward. Update fires every frame. Finished fires when complete. Alpha track outputs 'Alpha' float.
Continuous force — apply every frame. Use AddImpulse for one-shot.
Add ForceUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agostring
PossessPawnUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoUnPossessUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoPattern: Door actor with BoxTrigger, DoorMesh, Timeline(Alpha 0→1 over 1s). BeginOverlap → PlayFromStart(Timeline). EndOverlap → Reverse(Timeline). Timeline Update: Lerp(ClosedRotation, OpenRotation, Alpha) → SetRelativeRotation(DoorMesh). For sliding: Lerp locations instead of rotations.
Pattern: 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).