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 refresh
UKismetSystemLibrary::RetriggerableDelay. Latent.
Retriggerable DelayUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: EventBeginPlay → CreateWidget(OwningPlayer=GetPlayerController, WidgetType=WBP_MyWidget) → SetVariable(HUDWidget=ReturnValue) → CastTo<WBP_MyWidget>(HUDWidget) → Cast Succeeded → AddToViewport(ZOrder=0). Always store widget reference in a variable. CreateWidget inputs: 'OwningPlayer' (PlayerController) and 'WidgetType' (class). Exec in='execute', exec out='then'.
Pattern: Variables RegenRate(float)=5.0, RegenDelay(float)=3.0, RegenTimerHandle. On damage received: ClearTimer(RegenTimerHandle) → SET timer(RegenDelay, RegenTick, looping=true). RegenTick function: Branch(Health < MaxHealth) → True: SET Health = FClamp(Health + RegenRate*DeltaSeconds, 0, MaxHealth). False: ClearTimer.
METHOD 1 - Function Binding (auto-updates every frame, easy but has perf cost): In Widget BP: select TextBlock → Details → Content → Text → click 'Bind' → Create Binding → connect your data (e.g. GetPlayerHealth as Text). METHOD 2 - Event-driven (recommended, update only when needed): In owning actor: when data changes → CastTo<WBP_HUD>(HUDWidget) → call custom function 'UpdateHealth(NewHealth)' on widget. In Widget BP: UpdateHealth function → SetText(HealthText, Conv_FloatToString(NewHealth)). KEY: Function bindings run every frame. For frequently-changing data (Tick-speed), use Event-driven approach instead to avoid perf issues.
Call on GameMode. The controller's StartSpot or nearest PlayerStart is used.
RestartPlayerUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoCall on a TextBlock widget variable from your Widget BP. Use 'Format Text' or 'Conv_StringToText' to build the Text value.
SetTextUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: custom trigger or UI button → [save player data to SaveSlot] → OpenLevel(LevelName='Level_02', bAbsolute=true, Options=''). For loading screen: SetGlobalTimeDilation(0.001) briefly while level loads (freeze world), or use AsyncLoadLevel with progress callback. Key: OpenLevel is in GameplayStatics. 'LevelName' is the map asset name (not full path). bAbsolute=true discards current level completely. Options string can pass params like '?GameMode=BP_GM'.
TickInterval=0.0 means every frame. TickInterval=0.1 means 10 times per second. Great for AI or non-critical logic that doesn't need per-frame updates.
SetActorTickIntervalUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoGet Game StateUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago