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 pathfind
Pattern: Variables PatrolPoints(Array<Vector>), CurrentIndex(int)=0. BeginPlay: SimpleMoveToLocation(PatrolPoints[0]). OnMoveCompleted (or Tick+distance check): SET CurrentIndex = (CurrentIndex+1) % Array_Length → SimpleMoveToLocation(PatrolPoints[CurrentIndex]). Add Delay between moves for wait time. Use AIMoveTo for more control.
Returns the Rotator needed to look from Start toward Target. Common for aiming and facing.
FindLookAtRotationUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoLegacy Cascade system. Prefer Niagara (SpawnSystemAtLocation) for new projects.
SpawnEmitterAtLocationUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoFind Look at RotationUE 5.4, 5.7updated 3mo agoVariables: 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 3mo agoUGameplayStatics::SpawnEmitterAtLocation. For Niagara, use SpawnSystemAtLocation.
Spawn Emitter at LocationUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoUNiagaraFunctionLibrary::SpawnSystemAtLocation. bAutoDestroy=true for fire-and-forget. Use SpawnSystemAttached to attach to a component.
SpawnSystemAtLocationUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoCall on AIController directly. AcceptanceRadius: distance at which move is considered complete.
MoveToLocationUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoPattern: EventTick → FindLookAtRotation(Start=GetActorLocation, Target=TargetLocation) → RInterpTo(Current=GetActorRotation, Target=LookAt, DeltaTime=DeltaSeconds, InterpSpeed=5.0) → SetActorRotation(NewRotation=InterpResult). Key pins: FindLookAtRotation inputs are 'Start' and 'Target' (both Vectors). RInterpTo inputs: 'Current' (Rotator), 'Target' (Rotator), 'DeltaTime' (float), 'InterpSpeed' (float). SetActorRotation input: 'NewRotation' (Rotator).