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 spring
A boom that holds a child component (usually a Camera) at a fixed offset, with collision-aware retraction. Standard for third-person cameras.
Pattern in PlayerController or Character: EventTick → GetControlRotation → RInterpTo(Current=CurrentCameraRot, Target=ControlRotation, DeltaTime=DeltaSeconds, InterpSpeed=10.0) → SetControlRotation(NewRotation=InterpResult). OR: use SpringArmComponent with CameraLagSpeed and bEnableCameraLag=true for physics-based follow. RInterpTo: 'Current' and 'Target' are Rotators. DeltaTime from Tick's 'DeltaSeconds' output.
Get Target Arm LengthUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUSpringArmComponent property. Set directly or use SET node.
Set Target Arm LengthUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: Variables TargetArmLength(float), MinZoom(float)=200, MaxZoom(float)=2000, ZoomStep(float)=50, ZoomSpeed(float)=5. InputAxis MouseWheel: TargetArmLength = FClamp(TargetArmLength - AxisValue*ZoomStep, MinZoom, MaxZoom). Tick: SpringArm.TargetArmLength = FInterpTo(Current, TargetArmLength, DeltaSeconds, ZoomSpeed). FInterpTo provides smooth easing.
Setup: SceneComponent(root) → SpringArmComponent(child) → CameraComponent(child). SpringArm: UsePawnControlRotation=false, TargetArmLength=500. Orbit: InputAxis MouseX → MakeRotator(0,0,Value*Sensitivity) → AddRelativeRotation(SpringArm). Zoom: MouseWheel → GetTargetArmLength → Subtract(Current, Axis*Step) → FClamp(Min,Max) → SetTargetArmLength.
string
A SceneComponent with simulate-physics enabled. Driven by forces, gravity, collisions instead of explicit transforms.
ACharacter::Jump. Respects JumpZVelocity from CharacterMovement.
JumpUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoJumpUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago