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 framerate
Pattern: EventTick → GetActorLocation(TargetActor) → VInterpTo(CurrentCameraLocation, TargetLocation, DeltaSeconds, InterpSpeed) → SetActorLocation(Camera, Result). InterpSpeed 3-10 for smooth follow. Alternative: use SpringArmComponent with CameraLag enabled.
Pattern: EventTick → DeltaSeconds output → Multiply_FloatFloat(DeltaSeconds, RotationSpeed) → MakeRotator(0, 0, Result) → K2_AddActorWorldRotation(MakeRotator output). Always multiply by DeltaSeconds. Use K2_AddActorLocalRotation for self-relative spin. RotationSpeed variable default ~30-90 degrees/sec.
1. TICK MANAGEMENT: - Disable tick on static actors (SetActorTickEnabled=false). - Use SetActorTickInterval(0.1-0.5) for AI, non-critical systems. - Prefer event-driven over tick polling where possible. 2. AVOID EVERY-TICK EXPENSIVE CALLS: - GetAllActorsOfClass: cache in BeginPlay, refresh only when needed. - CastTo: cache result in variable after first cast. - GetComponentByClass: call once and store reference. 3. VISIBILITY: - SetActorHiddenInGame + SetActorTickEnabled=false for off-screen actors. - Use LOD (Level of Detail) on meshes. 4. SPAWNING: - Use object pooling for frequently spawned/destroyed actors (bullets, effects). 5. EVENTS OVER POLLING: - Use overlap events instead of periodic distance checks. - Use delegates/dispatchers instead of checking conditions each frame.
Pattern: On EventAnyDamage → GetPlayerController(0) → GetPlayerCameraManager → StartCameraShake(DamageShakeClass, MapRangeClamped(Damage, 0, 100, 0.3, 1.0)). Create CameraShakeClass as BP extending UCameraShakeBase with RotOscillation and LocOscillation settings.
UGameplayStatics. 1.0=normal, 0.5=half speed, 2.0=double speed. Minimum 0.0001.
Set Global Time DilationUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago1.0=normal, 0.5=half speed, 0.0=pause. Affects physics, animations, timers.
SetGlobalTimeDilationUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoEventTickUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPure node. Same value as EventTick's DeltaSeconds output. Use for frame-rate-independent motion.
GetWorldDeltaSecondsUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUGameplayStatics::GetWorldDeltaSeconds. Same as EventTick DeltaSeconds.
Get World Delta SecondsUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoACharacter::LaunchCharacter. Good for knockback, bouncing, jumppads.
Launch CharacterUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago