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.
21 results for heal
Pattern: Variables RegenRate(float)=5.0, RegenDelay(float)=3.0, RegenTimerHandle. On damage received: ClearTimer(RegenTimerHandle) → SET timer(RegenDelay, RegenTick, looping=true). RegenTick function: Branch(Health < MaxHealth) → True: SET Health = FClamp(Health + RegenRate*DeltaSeconds, 0, MaxHealth). False: ClearTimer.
Pattern: EventAnyDamage → Subtract_FloatFloat(A=CurrentHealth, B=Damage) → Clamp(Value=Result, Min=0, Max=MaxHealth) → SetVariable(Health=ClampResult) → Branch(Condition=(Health <= 0)) → True: call OnDeath custom event. Variables needed: Health (float), MaxHealth (float). EventAnyDamage output pin is 'Damage' (float). Clamp inputs: 'Value', 'Min', 'Max'. All floats.
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 2mo agoPattern: Variables bIsSprinting(bool), Stamina(float)=100, MaxStamina(float)=100, SprintSpeed(float)=1200, WalkSpeed(float)=600, DrainRate(float)=20, RecoverRate(float)=10. Sprint pressed: bIsSprinting=true → SetMaxWalkSpeed(SprintSpeed). Released: bIsSprinting=false → SetMaxWalkSpeed(WalkSpeed). Tick: Branch(bIsSprinting) → Stamina -= DrainRate*DT. Else: Stamina += RecoverRate*DT. Clamp(0, Max). If Stamina<=0 → force stop sprint.
UGameplayStatics::ApplyDamage. Triggers EventAnyDamage on target.
Apply DamageUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoTriggers EventAnyDamage and EventPointDamage on the target actor.
ApplyDamageUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago