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.
22 results for reusable
CREATE: New Blueprint → parent class UActorComponent (or USceneComponent if needs transform). Add variables (Health, MaxHealth). Add EventBeginPlay (available in component). Add custom events/functions (TakeDamage, Heal, OnDeath). ADD TO ACTOR: In your Actor BP → Add Component → search for your component class. Or: SpawnActorFromClass → GetComponentByClass → CastTo<BP_HealthComponent>. CROSS-COMMUNICATION: In Component's OnDeath → GetOwner → CastTo<BP_Character> → call OnCharacterDied. Or: Component has Event Dispatcher 'OnDied' → owner binds to it. BENEFIT: Reuse HealthComponent on Enemy, Player, Vehicle without code duplication.
A named, reusable subgraph with inputs + outputs. Cleaner than copy-pasting node clusters.
A reusable piece of behavior or geometry attached to an Actor. Static Mesh, Collision, Audio, Camera are all components.
Must call this before SetScalarParameterValue/SetVectorParameterValue. Store the result in a variable for reuse.
CreateDynamicMaterialInstanceUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUPrimitiveComponent method. Store result in variable and reuse. Create once in BeginPlay.
Create Dynamic Material InstanceUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoVariables in pool manager (GameMode or Subsystem): Pool (Array<Actor>), PoolClass (TSubclassOf<Actor>). Init: Loop N times → SpawnActorFromClass → SetActorHiddenInGame(true) → SetActorEnableCollision(false) → SetActorTickEnabled(false) → Array Add to Pool. GetFromPool: ForEachLoop(Pool) → GetActorHiddenInGame → Branch(true) → SetActorHiddenInGame(false) → SetActorEnableCollision(true) → SetActorTickEnabled(true) → SetActorLocationAndRotation → Return actor. If none available: SpawnActorFromClass. ReturnToPool: SetActorHiddenInGame(true) → SetActorEnableCollision(false) → SetActorTickEnabled(false) → SetActorLocation(far away or (0,0,-9999)).
An inline-expanded subgraph. Like a function but each use creates a fresh copy at compile time (faster, but more bytecode).
Editable text (Mutable). Use Text for player-facing localized text instead — String is for internal logic.
Pattern: EventBeginPlay → GetMesh → CreateDynamicMaterialInstance(ElementIndex=0) → SetVariable(DynMat=ReturnValue). Then on Tick or timer: SetScalarParameterValue(ParameterName='Opacity', Value=SinWave). Or for color: SetVectorParameterValue(ParameterName='Color', Value=MakeLinearColor). Key: CreateDynamicMaterialInstance is called on the COMPONENT (GetMesh), not the actor. Must store the result before using Set*ParameterValue. ParameterName MUST match the name in the Material asset exactly.