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.
59 results for name
A case-insensitive immutable string ID. Fast comparisons; used for tags, slot names, asset references.
Variable node pin naming rules in UE5 Blueprints: - GetVariable: PURE node — NO exec pins. Single output pin named exactly after the variable (e.g. 'Health'). - SetVariable: exec in='execute', exec out='then'. Input pin named exactly after the variable (e.g. 'Health'). Output pin named exactly after the variable (returns new value). - Variable names ARE case-sensitive in connections. 'MyHealth' != 'myhealth'. - When connecting to SetVariable, the input pin name MUST match variable_name exactly.
When connecting GetVariable or SetVariable nodes, the pin name must exactly match the variable_name field. E.g. variable 'MyHealth' → pin name 'MyHealth'. SetVariable exec input pin is always 'execute', not 'Execute' or 'in'. GetVariable has no exec pins — it is a pure data node.
Why: The variable '{name}' is typed as something that no longer exists in your project. This happens when you delete or rename a Blueprint, Struct, or Class that other variables referenced — UE5 leaves the reference dangling. Fix: Open the Blueprint that owns '{name}' (in the Errors panel, click the file link). In My Blueprint panel, click '{name}' to select. In Details panel, change Variable Type to a valid type, or delete the variable entirely and remove all references.
bAbsolute=true reloads from scratch. LevelName is the map asset name without path.
OpenLevelUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoWhy: 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').
Why: Some node or variable hardcoded a reference to BP_{name}, but that file was deleted or moved. The Asset Registry can't resolve it. Fix: Either: (a) re-create BP_{name} if accidentally deleted (Content Browser → right-click → Blueprint Class), or (b) update the reference to point at the correct existing Blueprint, or (c) make the reference soft (TSoftObjectPtr) so missing assets don't fail compilation.
Common profiles: BlockAll, OverlapAll, BlockAllDynamic, OverlapAllDynamic, Pawn, NoCollision, Custom.
Set Collision Profile NameUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoK2Node_FormatText. Use {ArgName} placeholders in format string. Adds input pins per argument automatically.
Format TextUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUGameplayStatics::OpenLevel. Use OpenLevelBySoftObjectPtr for asset references.
Open LevelUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago