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.
21 results for procedural
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.
UE 5.0+ next-gen sound system — node graphs for procedural audio. Replaces Sound Cue for new projects.
OR=BooleanOR, NOT=Not_PreBool, XOR=BooleanXOR
ANDUE 5.4, 5.7updated 2mo agoLegacy Cascade system. Prefer Niagara (SpawnSystemAtLocation) for new projects.
SpawnEmitterAtLocationUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo 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 2mo agoA child level streamed in/out of a persistent level. Used for open-world streaming and modular maps.
Call on the SkeletalMeshComponent. Get it via GetMesh() on Character. Returns montage length. Exec out is 'then'.
PlayMontageUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUPrimitiveComponent 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 2mo agoA scene containing actors, lighting, geometry. Open a level via Open Level. Sublevels stream in/out.
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 2mo ago