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 impact
Pattern: LineTraceByChannel → Branch(hit=true) → BreakHitResult → SpawnSystemAtLocation(SystemTemplate=NS_Impact, Location=ImpactPoint, Rotation=MakeRotFromX(ImpactNormal), Scale=(1,1,1), bAutoDestroy=true). Use MakeRotFromX with ImpactNormal to orient effect to surface normal. NS_ prefix is convention for Niagara Systems. SpawnSystemAtLocation is in UNiagaraFunctionLibrary. bAutoDestroy=true means the component cleans itself up after the effect completes.
A blocking collision between two shapes. Fires OnHit on both actors. Use for solid impacts.
Fires when a physics collision happens. Use for impact effects, damage on contact.
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 agoDealing 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.
Triggers EventAnyDamage and EventPointDamage on the target actor.
ApplyDamageUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoApply Point DamageUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoEvent AnyDamageUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoApplyRadialDamageUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoEvent PointDamageUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago