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 launch
ACharacter::LaunchCharacter. Good for knockback, bouncing, jumppads.
Launch CharacterUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agobXYOverride/bZOverride: if true, replaces current velocity. If false, adds to it.
LaunchCharacterUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: OnDeath → GetMesh → SetSimulatePhysics(bSimulate=true) → AddImpulse(Impulse=MakeVector(X=0,Y=0,Z=500), bVelChange=true). For explosion: GetMesh → AddRadialImpulse(Origin=ExplosionLocation, Radius=500, Strength=1000, Falloff=RIF_Linear, bVelChange=false). Key: Always call SetSimulatePhysics BEFORE AddImpulse. AddImpulse input 'bVelChange=true' for direct velocity (ignores mass). AddRadialImpulse is on PrimitiveComponent.
Pattern: InputAction Fire → GetMesh → GetSocketTransform(InSocketName='MuzzleSocket') → BreakTransform(outputs Location, Rotation) → MakeTransform(Location=SocketLocation, Rotation=SocketRotation) → SpawnActorFromClass(Class=BP_Projectile, SpawnTransform=Transform). Key: GetSocketTransform must be called on the SkeletalMeshComponent (GetMesh()), not the actor. Use 'World' TransformSpace. SpawnActorFromClass takes a full Transform, not separate Location/Rotation.
EventBeginPlayUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoFires once on actor spawn (after construction). Use for setup that needs other actors in the world to exist.
One-shot force. bVelChange=true treats Impulse as velocity change.
Add ImpulseUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoK2Node_EnhancedInputAction. ActionValue type depends on InputAction (Bool, Float, Axis2D, Axis3D). Triggers: Started, Ongoing, Triggered, Completed, Canceled.
EnhancedInputActionUE 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoFind Look at RotationUE 5.4, 5.7updated 2mo ago