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.
29 results for read
SETUP: 1. Create struct FItemData: {Name(Name), Damage(float), Icon(Texture2D), Description(Text)}. 2. Create DataTable with row type FItemData. Add rows (Sword, Bow, Staff...). READ: GetDataTableRow(Table=DT_Items, RowName='Sword') → Row Found exec → BreakFItemData(OutRow) → use Damage, Name, etc. DYNAMIC READ (from variable): SetVariable(CurrentItemName='Bow') → GetDataTableRow(RowName=CurrentItemName) → same flow. LIST ALL: GetDataTableRowNames → ForEachLoop → GetDataTableRow per name → display. Key: GetDataTableRow exec outs are 'Row Found' and 'Row Not Found' (NOT 'then').
Why: You created a local variable '{var}' inside this function, but no node ever reads it after assignment. It's just dead code. Fix: Either: (a) delete the variable and the Set node that writes to it, or (b) add a Get '{var}' node and connect it to wherever you actually need the value (if this was an oversight).
Reads a variable's current value. Drag a variable from the My Blueprint panel and choose Get.
Displays read-only text in UMG. Use a Binding or Text variable to update at runtime.
Exec outputs: 'Row Found' and 'Row Not Found'. OutRow type depends on the DataTable's row struct. RowName must match the row name in the DataTable asset exactly.
GetDataTableRowUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agostring
OR=BooleanOR, NOT=Not_PreBool, XOR=BooleanXOR
ANDUE 5.4, 5.7updated 2mo agoLess_FloatFloatUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoNOTUE 5.4, 5.7updated 2mo agoBooleanORUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago