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 state
A graph of animation states connected by transitions. Each state plays a sequence/blend; transitions fire on rule conditions.
Variables: CurrentState (your EState enum: Idle, Patrol, Chase, Attack, Dead). EventTick or custom Update event → Switch on EState(CurrentState) → Idle: [idle logic] → Patrol: [patrol logic] → Chase: [chase logic] etc. State transitions via custom events: OnEnemySpotted → SetVariable(CurrentState=EState::Chase). OnEnemyLost → SetVariable(CurrentState=EState::Patrol). OnDamaged → Branch(Health<=0) → True: SetVariable(CurrentState=EState::Dead). Key: Switch On Enum node — connect enum variable to the input, each value gets an exec output pin.
Get Game StateUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoReplicated state shared across all clients (e.g. match time, team scores). Read-only from clients.
Replicated per-player state (name, score). Lives on the server and replicates to all clients.
GateUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoThe machine that's authoritative for an actor — usually the server. Check HasAuthority before mutating replicated state.
An AnimBP — drives Skeletal Mesh animation via a state machine + transition rules. Set AnimClass on the Skeletal Mesh Component.
A function with no exec pins — returns values based only on inputs, never mutates state. Re-evaluated on every connected use.
Pure node. Cast to your AGameState subclass to access custom replicated data.
GetGameStateUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago