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 mistakes
MISTAKE 1: Calling GetAllActorsOfClass every Tick. FIX: Cache results in BeginPlay or use delegates/tags instead. MISTAKE 2: Not checking IsValid before using object references. FIX: Always IsValid → Branch → Is Valid before dereferencing. MISTAKE 3: Using hard references to large assets in variables. FIX: Use Soft Object References + AsyncLoadAsset. MISTAKE 4: Tick enabled on many actors doing heavy work. FIX: SetActorTickInterval(0.1) for non-critical logic, or use Timers. MISTAKE 5: Casting to specific class without checking IsValid first. FIX: CastTo has 'Cast Failed' output — always handle it. MISTAKE 6: Modifying array elements by getting then setting a copy. FIX: Use 'Array Set' with index to modify in-place. MISTAKE 7: Creating widget every time it's shown. FIX: Create once → cache reference → show/hide with SetVisibility or Add/RemoveFromParent.
Why: UE5's main message just says how many errors occurred, not what they are. The actual errors live in the Errors panel. Fix: Open the Blueprint editor. Click Window menu → Errors Panel. Expand each entry to see specific node locations. Use the Errors panel's hyperlinks to jump straight to the broken nodes. Fix from top to bottom — often one fix cascades to clear several others.
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 agoWhy: This asset was saved with UE {ver}, but you're opening it with a different version. Compile differences between versions can cause errors. Fix: Best: open in the original UE {ver} version, do whatever migration is needed (Project menu → Convert In-Place), then re-open in your current version. If you don't have UE {ver}: open + save the asset, then re-compile. If errors persist, the underlying API may have changed between versions — check UE5 release notes for breaking changes.
Why: You created a function named '{fn}' that conflicts with one already defined — either by the parent class (which you should Override instead) or another function in this same Blueprint. Fix: If you meant to override a parent function: delete your function, then right-click in My Blueprint → Override Function → pick '{fn}' from the list. If you meant a separate function: rename yours to something unique (e.g. '{fn}_Custom').
NOTUE 5.4, 5.7updated 2mo agoApply Point DamageUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoOR=BooleanOR, NOT=Not_PreBool, XOR=BooleanXOR
ANDUE 5.4, 5.7updated 2mo agoEvent AnyDamageUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoEventAnyDamageUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago