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.
23 results for init
SETUP: Create Blueprint inheriting UGameInstanceSubsystem (or UWorldSubsystem for level-scoped). Override Initialize(Collection) to set up. Override Deinitialize to clean up. Add game variables here (Score, PlayTime, Settings). ACCESS FROM ANYWHERE: GetGameInstance → GetSubsystem(BP_GameSubsystem) → CastTo<BP_GameSubsystem> → access variables. WHY: Subsystems auto-create, auto-destroy, and don't need FindActor. Better than GameInstance for well-organized systems. UGameInstanceSubsystem persists across levels. UWorldSubsystem is recreated each level.
Has 'Reset' exec input to allow it to fire again. Default bStartClosed=false means it fires first time.
DoOnceUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: EventBeginPlay → CreateWidget(OwningPlayer=GetPlayerController, WidgetType=WBP_MyWidget) → SetVariable(HUDWidget=ReturnValue) → CastTo<WBP_MyWidget>(HUDWidget) → Cast Succeeded → AddToViewport(ZOrder=0). Always store widget reference in a variable. CreateWidget inputs: 'OwningPlayer' (PlayerController) and 'WidgetType' (class). Exec in='execute', exec out='then'.
Set Input Mode Game And UIUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSetInputMode_UIOnlyUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoMakeHitResultUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoAlways pass a valid PlayerController as OwningPlayer. Cast the ReturnValue to your specific widget class.
CreateWidgetUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSet Input Mode UI OnlyUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoMust call EnableInput(GetPlayerController(0)) before BindAction/BindAxis events fire on the actor.
EnableInputUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoK2Node_CreateWidget. Class is the Widget Blueprint class reference.
Create WidgetUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago