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 stats
SETUP: 1. Create struct FItemData: {Name(Name), Damage(float), Icon(Texture2D), Description(Text)}. 2. Create DataTable with row type FItemData. Add rows (Sword, Bow, Staff...). READ: GetDataTableRow(Table=DT_Items, RowName='Sword') → Row Found exec → BreakFItemData(OutRow) → use Damage, Name, etc. DYNAMIC READ (from variable): SetVariable(CurrentItemName='Bow') → GetDataTableRow(RowName=CurrentItemName) → same flow. LIST ALL: GetDataTableRowNames → ForEachLoop → GetDataTableRow per name → display. Key: GetDataTableRow exec outs are 'Row Found' and 'Row Not Found' (NOT 'then').
Weight 0.0=always false, 1.0=always true, 0.5=50%.
Random Bool with WeightUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoGet Game StateUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: 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.
A whole number (no decimals). Use for counts, indices, IDs.
Replicated per-player state (name, score). Lives on the server and replicates to all clients.
Apply Point DamageUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoLess_FloatFloatUE 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 agostring