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 springarm
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.
Get Target Arm LengthUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo 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 3mo agoA 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.
Pattern: 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.
ACharacter::LaunchCharacter. Good for knockback, bouncing, jumppads.
Launch CharacterUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agobXYOverride/bZOverride: if true, replaces current velocity. If false, adds to it.
LaunchCharacterUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoPattern: PoolManager with Array<AActor*> AvailablePool. Init: loop SpawnActor N times → SetActorHiddenInGame(true) → SetActorEnableCollision(false) → Array_Add to pool. GetFromPool: Array_Length > 0 → remove last → SetHidden(false) → SetCollision(true) → SetActorLocation → return. ReturnToPool: SetHidden(true) → SetCollision(false) → Array_Add back.