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 stamina
Pattern: Variables bIsSprinting(bool), Stamina(float)=100, MaxStamina(float)=100, SprintSpeed(float)=1200, WalkSpeed(float)=600, DrainRate(float)=20, RecoverRate(float)=10. Sprint pressed: bIsSprinting=true → SetMaxWalkSpeed(SprintSpeed). Released: bIsSprinting=false → SetMaxWalkSpeed(WalkSpeed). Tick: Branch(bIsSprinting) → Stamina -= DrainRate*DT. Else: Stamina += RecoverRate*DT. Clamp(0, Max). If Stamina<=0 → force stop sprint.
Pattern: Variables RegenRate(float)=5.0, RegenDelay(float)=3.0, RegenTimerHandle. On damage received: ClearTimer(RegenTimerHandle) → SET timer(RegenDelay, RegenTick, looping=true). RegenTick function: Branch(Health < MaxHealth) → True: SET Health = FClamp(Health + RegenRate*DeltaSeconds, 0, MaxHealth). False: ClearTimer.
Call on the SkeletalMeshComponent. Get it via GetMesh() on Character. Returns montage length. Exec out is 'then'.
PlayMontageUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agostring
Pattern: Variables JumpCount(int)=0, MaxJumps(int)=2. Jump input → Branch(JumpCount < MaxJumps) → True: LaunchCharacter(0,0,JumpZVelocity) → SET JumpCount+1. OnLanded event → SET JumpCount=0. Don't use built-in Jump for multi-jump — use LaunchCharacter instead.
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 3mo agoJumpUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoACharacter::Jump. Respects JumpZVelocity from CharacterMovement.
JumpUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoStopJumpingUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo ago