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.
27 results for remove
Array_RemoveUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoRemove IndexUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoADD: Array Add (Target Array=MyArray, New Item=newElement). READ: Array Get (Target Array=MyArray, Index=i) → use 'Item' output. FIND: Array Contains (returns bool) or Array Find (returns index, -1 if not found). REMOVE by index: Array Remove (Target Array=MyArray, Index=i). REMOVE by value: Array Remove Item (Target Array=MyArray, Item=value). ITERATE: ForEachLoop(Array=MyArray) → 'Array Element' output is the current item. LENGTH: Array Length (returns int). Key: Array nodes operate on the array BY REFERENCE — always connect the array variable directly.
RemoveFromParentUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoDestroyActorUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoRemove from ParentUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoArray_ClearUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoClearUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoRemoves an Actor from the world. References to it become invalid — use IsValid before dereferencing later.
Create struct FInventoryItem: {ItemName (Name), ItemCount (int), ItemData (object ref)}. Variable: Inventory (Array<FInventoryItem>). AddItem: ForEachLoop(Inventory) → CastTo/Break FInventoryItem → Branch(ItemName==NewItem.Name) → True: Get → Modify Count → Array Set (replace at index) → return. If not found: Make FInventoryItem → Array Add. RemoveItem: Find by name → Branch(Count>1) → True: decrement → Set at index. Else: Array Remove at index. Key: Arrays of structs require 'Array Set' with index to modify in place — getting and modifying a copy does NOT update the array.