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 template
BLUEPRINT FUNCTION: - Has its own execution context, can have inputs/outputs/return value. - Cannot have Delay, Timeline, or latent nodes inside. - Best for: pure logic, calculations, data transformation. - Can be overridden in child BPs (if not pure). CUSTOM EVENT: - Lives in event graph, can be called like a function. - CAN have Delay, Timeline, latent nodes. - Can be Replicated (Server/Client/Multicast). - No return value. Best for: triggered behavior, RPC calls. MACRO: - Inlined at call site — like a code template. - CAN have multiple exec inputs AND outputs. - CAN contain latent nodes. - Best for: reusable flow patterns (e.g. 'IsValidAndCast' check-and-cast pattern). PURE FUNCTION: checked 'Pure' — no exec pins, evaluated on demand. Best for getters.
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Must call this before SetScalarParameterValue/SetVectorParameterValue. Store the result in a variable for reuse.
CreateDynamicMaterialInstanceUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoFree-form widget layout — children positioned via anchors + offsets. Most flexible, but easy to misalign.
UPrimitiveComponent method. Store result in variable and reuse. Create once in BeginPlay.
Create Dynamic Material InstanceUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoAn unordered collection with unique elements. (The Set node for writing variables is a separate concept — see the entry for 'Set'.)
Call on a TextBlock widget variable from your Widget BP. Use 'Format Text' or 'Conv_StringToText' to build the Text value.
SetTextUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: EventBeginPlay → GetMesh → CreateDynamicMaterialInstance(ElementIndex=0) → SetVariable(DynMat=ReturnValue). Then on Tick or timer: SetScalarParameterValue(ParameterName='Opacity', Value=SinWave). Or for color: SetVectorParameterValue(ParameterName='Color', Value=MakeLinearColor). Key: CreateDynamicMaterialInstance is called on the COMPONENT (GetMesh), not the actor. Must store the result before using Set*ParameterValue. ParameterName MUST match the name in the Material asset exactly.
Pattern: EventBeginPlay → CreateWidget(OwningPlayer=GetPlayerController, WidgetType=WBP_MyWidget) → SetVariable(HUDWidget=ReturnValue) → CastTo<WBP_MyWidget>(HUDWidget) → Cast Succeeded → AddToViewport(ZOrder=0). Always store widget reference in a variable. CreateWidget inputs: 'OwningPlayer' (PlayerController) and 'WidgetType' (class). Exec in='execute', exec out='then'.
A UMG (Unreal Motion Graphics) UI Blueprint. Holds the visual hierarchy + the logic graph for menus, HUDs, and panels.