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 frequency
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TickInterval=0.0 means every frame. TickInterval=0.1 means 10 times per second. Great for AI or non-critical logic that doesn't need per-frame updates.
SetActorTickIntervalUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: EventBeginPlay → SetTimerByFunctionName(Object=self, FunctionName='OnTimerFired', Time=1.0, bLooping=true). Create a separate custom event/function named 'OnTimerFired' — this is what the timer will call. SetTimerByFunctionName inputs: 'Object' (Object, use 'self'), 'FunctionName' (string), 'Time' (float, interval in seconds), 'bLooping' (bool). Output: 'ReturnValue' (TimerHandle).
Random BoolUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: BeginPlay → K2_SetTimer(Self, 'MyFunction', 2.0, true) → store TimerHandle. Stop: ClearAndInvalidateTimerByHandle(TimerHandle). Prefer SetTimerByEvent over FunctionName for type safety. Delay node is simpler for one-shot but only works in Event Graph.
SetTimerByFunctionNameUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSchedules a function to run after a delay or on a repeating interval. Cleaner than Delay for repeating work.
A graph that mixes and routes one or more Sound Waves — fades, randomizes, attenuates. Older but battle-tested.
Random Unit VectorUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoDistance-based volume falloff. A Sound Attenuation asset defines the curve and falloff radius.