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.
39 results for fix
MISTAKE 1: Calling GetAllActorsOfClass every Tick. FIX: Cache results in BeginPlay or use delegates/tags instead. MISTAKE 2: Not checking IsValid before using object references. FIX: Always IsValid → Branch → Is Valid before dereferencing. MISTAKE 3: Using hard references to large assets in variables. FIX: Use Soft Object References + AsyncLoadAsset. MISTAKE 4: Tick enabled on many actors doing heavy work. FIX: SetActorTickInterval(0.1) for non-critical logic, or use Timers. MISTAKE 5: Casting to specific class without checking IsValid first. FIX: CastTo has 'Cast Failed' output — always handle it. MISTAKE 6: Modifying array elements by getting then setting a copy. FIX: Use 'Array Set' with index to modify in-place. MISTAKE 7: Creating widget every time it's shown. FIX: Create once → cache reference → show/hide with SetVisibility or Add/RemoveFromParent.
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.
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Event AnyDamageUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoApply Radial DamageUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoSet Static MeshUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoUGameplayStatics::ApplyDamage. Triggers EventAnyDamage on target.
Apply DamageUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoSet MaterialUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoUE5 uses SetSkeletalMeshAsset, not SetSkeletalMesh.
Set Skeletal MeshUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo ago