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.
24 results for soft
Returns null if asset not loaded. Use AsyncLoadAsset first, then resolve.
Conv_SoftObjectRefToObjectUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoBind to 'Completed' delegate to handle loaded asset. Cast the loaded Object to your type. Use Soft Object References (not hard refs) for large assets to avoid loading everything upfront.
AsyncLoadAssetUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agostring
One-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 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 agoLess_FloatFloatUE 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 agoPattern: Pickup actor with SphereCollision(overlap), StaticMesh visual. OnComponentBeginOverlap → CastTo PlayerCharacter → Success: call AddScore/AddItem interface on player → PlaySoundAtLocation → SpawnEmitterAtLocation → DestroyActor(self). Set collision to OverlapOnlyPawn for performance.
ParameterName must match the parameter name in the Material exactly (case-sensitive).
SetScalarParameterValueUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: OnDeath → GetMesh → SetSimulatePhysics(bSimulate=true) → AddImpulse(Impulse=MakeVector(X=0,Y=0,Z=500), bVelChange=true). For explosion: GetMesh → AddRadialImpulse(Origin=ExplosionLocation, Radius=500, Strength=1000, Falloff=RIF_Linear, bVelChange=false). Key: Always call SetSimulatePhysics BEFORE AddImpulse. AddImpulse input 'bVelChange=true' for direct velocity (ignores mass). AddRadialImpulse is on PrimitiveComponent.