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 projectile
Pattern: BP_Projectile with SphereCollision(root), StaticMesh, ProjectileMovementComponent(InitialSpeed=3000, MaxSpeed=3000, bRotationFollowsVelocity=true). OnComponentHit → ApplyDamage(OtherActor, Damage, GetInstigatorController, Self) → SpawnEmitterAtLocation(ImpactPoint) → DestroyActor. Spawner: SpawnActorFromClass(BP_Projectile, MuzzleLocation, MuzzleRotation).
Pattern: InputAction Fire → GetMesh → GetSocketTransform(InSocketName='MuzzleSocket') → BreakTransform(outputs Location, Rotation) → MakeTransform(Location=SocketLocation, Rotation=SocketRotation) → SpawnActorFromClass(Class=BP_Projectile, SpawnTransform=Transform). Key: GetSocketTransform must be called on the SkeletalMeshComponent (GetMesh()), not the actor. Use 'World' TransformSpace. SpawnActorFromClass takes a full Transform, not separate Location/Rotation.
Pattern: PoolManager with Array<AActor*> AvailablePool. Init: loop SpawnActor N times → SetActorHiddenInGame(true) → SetActorEnableCollision(false) → Array_Add to pool. GetFromPool: Array_Length > 0 → remove last → SetHidden(false) → SetCollision(true) → SetActorLocation → return. ReturnToPool: SetHidden(true) → SetCollision(false) → Array_Add back.
A blocking collision between two shapes. Fires OnHit on both actors. Use for solid impacts.
ACharacter::LaunchCharacter. Good for knockback, bouncing, jumppads.
Launch CharacterUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agostring
bXYOverride/bZOverride: if true, replaces current velocity. If false, adds to it.
LaunchCharacterUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoFires when a physics collision happens. Use for impact effects, damage on contact.
Geometry used for hit-tests and physics. Often simpler than the visual mesh for performance.