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 startup
Cast ReturnValue to the specific class to access its properties.
SpawnActorFromClassUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoACharacter::LaunchCharacter. Good for knockback, bouncing, jumppads.
Launch CharacterUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoFires once on actor spawn (after construction). Use for setup that needs other actors in the world to exist.
EventBeginPlayUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoCall on GameMode. The controller's StartSpot or nearest PlayerStart is used.
RestartPlayerUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoFor non-Actor objects (UObjects). Actors must use SpawnActorFromClass instead. Outer is usually 'self' or GetTransientPackage().
NewObjectUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoCreates a new Actor instance at runtime. Pass a Class Reference + Transform + Owner. Use BeginSpawnActor for deferred init.
Always pass a valid PlayerController as OwningPlayer. Cast the ReturnValue to your specific widget class.
CreateWidgetUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSETUP: Create Blueprint inheriting UGameInstanceSubsystem (or UWorldSubsystem for level-scoped). Override Initialize(Collection) to set up. Override Deinitialize to clean up. Add game variables here (Score, PlayTime, Settings). ACCESS FROM ANYWHERE: GetGameInstance → GetSubsystem(BP_GameSubsystem) → CastTo<BP_GameSubsystem> → access variables. WHY: Subsystems auto-create, auto-destroy, and don't need FindActor. Better than GameInstance for well-organized systems. UGameInstanceSubsystem persists across levels. UWorldSubsystem is recreated each level.
Setup: Create InputAction assets (IA_Move Axis2D, IA_Jump Digital). Create InputMappingContext (IMC_Default) mapping keys to IAs. BeginPlay: GetPlayerController → GetEnhancedInputLocalPlayerSubsystem → AddMappingContext(IMC_Default, 0). Bind: EnhancedInputAction IA_Move → Triggered pin → ActionValue → BreakVector2D → AddMovementInput.