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 table
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').
A key→value lookup table (dictionary). Faster than searching an Array when you need to look up by key.
A spreadsheet-like asset holding rows of a struct type. Great for item catalogs, dialogue lines, level configs.
string
A SceneComponent with simulate-physics enabled. Driven by forces, gravity, collisions instead of explicit transforms.
Pattern: Struct S_InventoryItem(ItemName:String, Quantity:int, Icon:Texture2D, bStackable:bool). Variable Inventory(Array<S_InventoryItem>). AddItem: ForEachLoop(Inventory) → Branch(Element.ItemName == NewItem.Name AND bStackable) → True: SET Element.Quantity += Amount. If not found: Array_Add(NewItem). RemoveItem: Find index → Branch(Quantity > 1) → True: decrement. False: Array_Remove.
Less_FloatFloatUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoWhy: Your code looks up '{row}' in a DataTable, but no row with that name is present in the DataTable asset. Fix: Open the DataTable asset in Content Browser. Check the row names in the Row Editor panel. Either: (a) add the missing '{row}' row manually, or (b) update the lookup to use an existing row name, or (c) wire a Get All Row Names → ForEachLoop instead of hardcoding the name.
Dealing damage: Event → ApplyDamage(TargetActor, BaseDamage, InstigatorController, DamageCauser, DamageTypeClass). Receiving: EventAnyDamage → Damage output → Subtract_FloatFloat(CurrentHealth, Damage) → FClamp(Result, 0, MaxHealth) → SET CurrentHealth → Branch(CurrentHealth <= 0) → True: DestroyActor. Initialize CurrentHealth=MaxHealth in BeginPlay.
UGameplayStatics::GetPlayerCharacter.
Get Player CharacterUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago