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.
22 results for periodic
Pattern: BeginPlay → K2_SetTimer(Self, 'MyFunction', 2.0, true) → store TimerHandle. Stop: ClearAndInvalidateTimerByHandle(TimerHandle). Prefer SetTimerByEvent over FunctionName for type safety. Delay node is simpler for one-shot but only works in Event Graph.
Schedules a function to run after a delay or on a repeating interval. Cleaner than Delay for repeating work.
TickInterval=0.0 means every frame. TickInterval=0.1 means 10 times per second. Great for AI or non-critical logic that doesn't need per-frame updates.
SetActorTickIntervalUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agostring
UPrimitiveComponent method. Store result in variable and reuse. Create once in BeginPlay.
Create Dynamic Material InstanceUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoPattern: Variables TimeOfDay(float)=12.0, DayLengthMinutes(float)=10. Tick: TimeOfDay += (DeltaSeconds/DayLengthMinutes/60)*24 → FMod(TimeOfDay, 24) → MapRangeClamped(TimeOfDay, 0, 24, 0, 360) → MakeRotator(SunPitch, 0, 0) → SetActorRotation(SunLight). Update sky SunDirection and light color/intensity based on time.
Must call this before SetScalarParameterValue/SetVectorParameterValue. Store the result in a variable for reuse.
CreateDynamicMaterialInstanceUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoOR=BooleanOR, NOT=Not_PreBool, XOR=BooleanXOR
ANDUE 5.4, 5.7updated 3mo agoPattern: Variables RegenRate(float)=5.0, RegenDelay(float)=3.0, RegenTimerHandle. On damage received: ClearTimer(RegenTimerHandle) → SET timer(RegenDelay, RegenTick, looping=true). RegenTick function: Branch(Health < MaxHealth) → True: SET Health = FClamp(Health + RegenRate*DeltaSeconds, 0, MaxHealth). False: ClearTimer.
FModUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo ago