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 pin-names
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.
Macro from StandardMacros. LastIndex is inclusive (uses <=).
ForLoopUE 5.4, 5.7updated 2mo agoInternal pin names: True path is 'then', False path is 'else'. Display names show True/False.
BranchUE 5.4, 5.7updated 2mo agoStandard addition. Works on Integer, Float, Vector, Rotator, etc — UE picks the right overload from pin types.
EventTick output pin is named DeltaSeconds (not DeltaTime). This is the time since last frame.
Event TickUE 5.4, 5.7updated 2mo agoK2Node_DynamicCast. Cast Failed pin name is CastFailed. As output pin is dynamically named.
CastToUE 5.4, 5.7updated 2mo agoWhy: A pin expected an actor of type '{expected}' (or subclass) but you connected a '{actor}' which doesn't inherit from it. Fix: Either: (a) change your '{actor}' to inherit from '{expected}' by reparenting it (File → Reparent Blueprint), or (b) use a Cast To node to verify the type at runtime, or (c) plug in a different actor that IS a subclass of '{expected}'.
K2Node_SpawnActorFromClass. Class pin is a class reference dropdown.
SpawnActorFromClassUE 5.4, 5.7updated 2mo agoAdd more output pins as needed. Pin names: Then 0, Then 1, etc.
SequenceUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoA case-insensitive immutable string ID. Fast comparisons; used for tags, slot names, asset references.