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.
38 results for key
A key→value lookup table (dictionary). Faster than searching an Array when you need to look up by key.
IsInputKeyDownUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago% (float)UE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoWhy: '{a}' includes '{b}' as a hard reference, AND '{b}' includes '{a}' as a hard reference. UE5 can't compile either one first without the other already being compiled. Fix: Break the cycle by making ONE side use a SOFT reference (TSoftObjectPtr). Pick the side that doesn't need {b} immediately at construction — change the variable type to 'Soft Object Reference' instead of 'Object Reference'. Use Load Asset to resolve it at runtime.
CeilUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agostring
Less_FloatFloatUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSwitch On HasAuthority: 'Authority' exec fires on server, 'Remote' fires on clients. Use to gate server-only logic like damage calculation, score updates, spawning.
HasAuthority_NetworkingUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoVariables: CurrentState (your EState enum: Idle, Patrol, Chase, Attack, Dead). EventTick or custom Update event → Switch on EState(CurrentState) → Idle: [idle logic] → Patrol: [patrol logic] → Chase: [chase logic] etc. State transitions via custom events: OnEnemySpotted → SetVariable(CurrentState=EState::Chase). OnEnemyLost → SetVariable(CurrentState=EState::Patrol). OnDamaged → Branch(Health<=0) → True: SetVariable(CurrentState=EState::Dead). Key: Switch On Enum node — connect enum variable to the input, each value gets an exec output pin.
ReverseUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago