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 push
Continuous force — apply every frame. Use AddImpulse for one-shot.
Add ForceUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 6mo agoOne-shot force. bVelChange=true treats Impulse as velocity change.
Add ImpulseUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 6mo agoK2Node_EnhancedInputAction. ActionValue type depends on InputAction (Bool, Float, Axis2D, Axis3D). Triggers: Started, Ongoing, Triggered, Completed, Canceled.
EnhancedInputActionUE 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 6mo agoPattern: 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.
AddForceUE 5.3, 5.4, 5.5, 5.6, 5.7updated 6mo agoPattern: BoxCollision trigger, variable OverlappingActors(int)=0. OnBeginOverlap: OverlappingActors++ → Branch(OverlappingActors >= RequiredCount) → Activate. OnEndOverlap: OverlappingActors-- → Branch(OverlappingActors < RequiredCount) → Deactivate. Use interface or event dispatcher to notify connected actors (doors, platforms).
Internal function name is MultiplyMultiply_FloatFloat (operator **).
PowerUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 6mo agobVelChange=true treats Impulse as direct velocity change (ignores mass). bVelChange=false treats it as a force impulse (mass-dependent).
AddImpulseUE 5.3, 5.4, 5.5, 5.6, 5.7updated 6mo agoPattern: OnDeath → GetMesh → SetSimulatePhysics(bSimulate=true) → AddImpulse(Impulse=MakeVector(X=0,Y=0,Z=500), bVelChange=true). For explosion: GetMesh → AddRadialImpulse(Origin=ExplosionLocation, Radius=500, Strength=1000, Falloff=RIF_Linear, bVelChange=false). Key: Always call SetSimulatePhysics BEFORE AddImpulse. AddImpulse input 'bVelChange=true' for direct velocity (ignores mass). AddRadialImpulse is on PrimitiveComponent.