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 navmesh
Variables: WaypointLocations (Array<Vector>), CurrentWaypointIndex (int). Pattern: EventBeginPlay → set up WaypointLocations array → MoveToNextWaypoint (custom event). MoveToNextWaypoint: GetController → CastTo<AIController> → MoveToLocation(Dest=WaypointLocations[CurrentWaypointIndex], AcceptanceRadius=100) → Bind OnMoveCompleted delegate → In callback: Increment CurrentWaypointIndex (modulo array length) → call MoveToNextWaypoint again. Alternative: Use SimpleMoveToLocation for simpler cases. Requires NavMeshBoundsVolume in scene. GetRandomReachablePointInRadius for random wander.
Requires NavMesh in scene. Get AIController via GetController() on the pawn, cast to AIController.
SimpleMoveToLocationUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSet Static MeshUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoProjectPointToNavigationUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUE5 uses SetSkeletalMeshAsset, not SetSkeletalMesh.
Set Skeletal MeshUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoA SceneComponent with simulate-physics enabled. Driven by forces, gravity, collisions instead of explicit transforms.
Pattern for snapping object to ground: GetActorLocation → Add Vector(Z=+1000) → as TraceStart. GetActorLocation → Subtract Vector(Z=1000) → as TraceEnd. LineTraceByChannel(Start=TraceStart, End=TraceEnd, TraceChannel=Visibility) → Branch(ReturnValue=true) → BreakHitResult → SetActorLocation(NewLocation=ImpactPoint) → SetActorRotation(NewRotation=MakeRotFromZ(Normal)) [align to surface normal]. MakeRotFromZ takes a 'Z' input Vector and outputs Rotator aligned to that normal.
Pattern: custom OnDeath event → GetCharacterMovement → DisableMovement() → GetMesh → SetSimulatePhysics(bSimulate=true) → SetCollisionEnabled(NoCollision) on CapsuleComponent. Key: SetSimulatePhysics is called on the MESH component (SkeletalMeshComponent), NOT on the actor or CharacterMovementComponent. Also set collision profile: SetCollisionProfileName('Ragdoll') on the mesh.
Capsule Trace By ChannelUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoAddActorWorldOffsetUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago