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 mousewheel
Pattern: Variables TargetArmLength(float), MinZoom(float)=200, MaxZoom(float)=2000, ZoomStep(float)=50, ZoomSpeed(float)=5. InputAxis MouseWheel: TargetArmLength = FClamp(TargetArmLength - AxisValue*ZoomStep, MinZoom, MaxZoom). Tick: SpringArm.TargetArmLength = FInterpTo(Current, TargetArmLength, DeltaSeconds, ZoomSpeed). FInterpTo provides smooth easing.
Setup: SceneComponent(root) → SpringArmComponent(child) → CameraComponent(child). SpringArm: UsePawnControlRotation=false, TargetArmLength=500. Orbit: InputAxis MouseX → MakeRotator(0,0,Value*Sensitivity) → AddRelativeRotation(SpringArm). Zoom: MouseWheel → GetTargetArmLength → Subtract(Current, Axis*Step) → FClamp(Min,Max) → SetTargetArmLength.
Add Torque In DegreesUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoOn Left Mouse Button pressed → GetHitResultUnderCursorByChannel(TraceChannel=Visibility) → Branch(ReturnValue=true) → BreakHitResult → Check HitActor: IsValid(HitActor) → Branch → True: interact with HitActor. Check ground: use ImpactPoint as the world position clicked. GetHitResultUnderCursorByChannel is on PlayerController. Inputs: 'TraceChannel' (ETraceTypeQuery) and 'bTraceComplex' (bool). Output: 'HitResult' (struct) and 'ReturnValue' (bool). Use BreakHitResult to get ImpactPoint, HitActor, etc.
Set World RotationUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoRoutes human input to the possessed Pawn. Owns mouse cursor, viewport access, and input mapping.
GetMousePositionUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUKismetMathLibrary::MakeRotator. NOT MakeRot.
MakeRotatorUE 5.4, 5.7updated 2mo agoSetShowMouseCursorUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago