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 progressbar
UProgressBar::SetPercent. 0.0 to 1.0 range.
Set PercentUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoInPercent: 0.0=empty, 1.0=full. Use Divide to convert (CurrentHealth/MaxHealth).
SetPercentUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: WBP_HealthBar with ProgressBar(HealthBar, BindWidget). Player BeginPlay: CreateWidget(WBP_HealthBar, PC) → SET WidgetRef → AddToViewport. On health change: WidgetRef → SetPercent(HealthBar, CurrentHealth/MaxHealth). Alternative: use property binding in widget designer for auto-update.
Pattern: CreateWidget(WBP_LoadingScreen) → AddToViewport(ZOrder=100) → LoadStreamLevel or OpenLevel(NewMapName). For async: AsyncLoadLevel → OnCompleted → RemoveFromParent(LoadingWidget). Store persistent data in GameInstance before transition. Use Seamless Travel for multiplayer.
Pattern: Variables StartLocation(Vector), EndLocation(Vector). BeginPlay: SET StartLocation=GetActorLocation. Timeline MoveTimeline(Alpha 0→1 over Duration). Trigger overlap/button press → Play Timeline. Timeline Update: VLerp(StartLocation, EndLocation, Alpha) → SetActorLocation(Self, Result, bSweep=true). Finished: Delay → Reverse Timeline.
SetColorAndOpacityUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: Variables bCanDash(bool)=true, DashDistance(float)=1000, DashDuration(float)=0.2. Input → Branch(bCanDash) → SET bCanDash=false → GetActorForwardVector → Multiply(Forward, DashDistance) → Timeline(0→1 over DashDuration) → Update: VLerp(StartLoc, StartLoc+DashOffset, Alpha) → SetActorLocation. Finished → Delay(CooldownTime) → SET bCanDash=true.
Pattern: Variables: TimeRemaining (float), TimerHandle (TimerHandle). Start: EventBeginPlay → SetTimerByFunctionName(Object=self, FunctionName='OnTick', Time=1.0, bLooping=true). OnTick custom function: Subtract_FloatFloat(A=TimeRemaining, B=1.0) → SetVariable(TimeRemaining) → Branch(TimeRemaining <= 0) → True: ClearAndInvalidateTimerByHandle(Handle=TimerHandle) → OnTimerExpired. UI: GetHUD → CastTo<WBP_HUD> → SetTimerText(Conv_FloatToString(TimeRemaining)). Key: SetTimerByFunctionName output 'ReturnValue' is TimerHandle — save it to clear later.
ACharacter method. Returns UCharacterMovementComponent.
Get Character MovementUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago