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 melee
Pattern: Attack input → Branch(bCanAttack) → PlayMontage(AttackMontage) → SET bCanAttack=false. AnimNotify during montage: GetActorLocation + GetActorForwardVector*AttackRange → SphereTraceMulti(Loc, Loc+Forward*Range, AttackRadius) → ForEach hit: Branch(HitActor != Self AND not already hit) → ApplyDamage(HitActor, Damage). OnMontageEnded → SET bCanAttack=true.
Pattern: BP_Projectile with SphereCollision(root), StaticMesh, ProjectileMovementComponent(InitialSpeed=3000, MaxSpeed=3000, bRotationFollowsVelocity=true). OnComponentHit → ApplyDamage(OtherActor, Damage, GetInstigatorController, Self) → SpawnEmitterAtLocation(ImpactPoint) → DestroyActor. Spawner: SpawnActorFromClass(BP_Projectile, MuzzleLocation, MuzzleRotation).
Call on the SkeletalMeshComponent. Get it via GetMesh() on Character. Returns montage length. Exec out is 'then'.
PlayMontageUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoACharacter::Jump. Respects JumpZVelocity from CharacterMovement.
JumpUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoJumpUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoApply Point DamageUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agostring
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.
A blocking collision between two shapes. Fires OnHit on both actors. Use for solid impacts.