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 simulate
Call on the mesh/primitive component, NOT on the actor itself. Use GetMesh() to get SkeletalMeshComponent first.
SetSimulatePhysicsUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUPrimitiveComponent method. Target must have collision.
Set Simulate PhysicsUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoA SceneComponent with simulate-physics enabled. Driven by forces, gravity, collisions instead of explicit transforms.
UPrimitiveComponent 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 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 2mo agoMust 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 agoContinuous 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 2mo agoPattern: 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.