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.
20 results for socket
Pure node. Socket must be defined in the skeletal mesh or added in the Editor.
GetSocketLocationUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: InputAction Fire → GetMesh → GetSocketTransform(InSocketName='MuzzleSocket') → BreakTransform(outputs Location, Rotation) → MakeTransform(Location=SocketLocation, Rotation=SocketRotation) → SpawnActorFromClass(Class=BP_Projectile, SpawnTransform=Transform). Key: GetSocketTransform must be called on the SkeletalMeshComponent (GetMesh()), not the actor. Use 'World' TransformSpace. SpawnActorFromClass takes a full Transform, not separate Location/Rotation.
Get Socket RotationUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoGetSocketTransformUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoGet Socket LocationUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agostring
Why: You wired a '{pinA}' output to a '{pinB}' input — UE5 doesn't know how to convert between them. The compiler refuses to insert an implicit cast for unsafe conversions. Fix: Right-click between the two nodes and look for a conversion node (e.g. ToString, Truncate, Cast To). If converting between Object types, use Cast To. For numeric conversions, use the dedicated converter nodes. If the conversion truly doesn't make sense, the wiring is logically wrong — re-check the design.
Why: A pin expected an actor of type '{expected}' (or subclass) but you connected a '{actor}' which doesn't inherit from it. Fix: Either: (a) change your '{actor}' to inherit from '{expected}' by reparenting it (File → Reparent Blueprint), or (b) use a Cast To node to verify the type at runtime, or (c) plug in a different actor that IS a subclass of '{expected}'.
Why: The '{pin}' input on '{node}' must receive a value — either a wire from another node OR a default value in the pin field — but it's empty. Fix: Click on the '{pin}' input field on the '{node}' node. Either type a literal value (e.g. 5 for an integer), or drag a wire from another node's output. If you don't know what to connect, hover over the pin for a tooltip describing what it expects.
An RPC the server calls that runs on every connected client. Use for one-shot effects (explosions, sounds).