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.
31 results for trigger
Pattern: BoxCollision trigger, variable OverlappingActors(int)=0. OnBeginOverlap: OverlappingActors++ → Branch(OverlappingActors >= RequiredCount) → Activate. OnEndOverlap: OverlappingActors-- → Branch(OverlappingActors < RequiredCount) → Deactivate. Use interface or event dispatcher to notify connected actors (doors, platforms).
Pattern: Variables StartLocation(Vector), EndLocation(Vector). BeginPlay: SET StartLocation=GetActorLocation. Timeline MoveTimeline(Alpha 0→1 over Duration). Trigger overlap/button press → Play Timeline. Timeline Update: VLerp(StartLocation, EndLocation, Alpha) → SetActorLocation(Self, Result, bSweep=true). Finished: Delay → Reverse Timeline.
K2Node_EnhancedInputAction. ActionValue type depends on InputAction (Bool, Float, Axis2D, Axis3D). Triggers: Started, Ongoing, Triggered, Completed, Canceled.
EnhancedInputActionUE 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: EventActorBeginOverlap → CastTo<BP_Character>(Object=OtherActor) → Cast Succeeded → DoOnce → [your action here]. Key pins: EventActorBeginOverlap outputs 'OverlappedActor' and 'OtherActor'. CastTo input is 'Object', exec outputs are 'Cast Succeeded' and 'Cast Failed'. DoOnce exec output is 'Completed'.
Lets execution through once, then blocks subsequent attempts until Reset is called. Useful for one-shot triggers.
Pattern: Pickup actor with SphereCollision(overlap), StaticMesh visual. OnComponentBeginOverlap → CastTo PlayerCharacter → Success: call AddScore/AddItem interface on player → PlaySoundAtLocation → SpawnEmitterAtLocation → DestroyActor(self). Set collision to OverlapOnlyPawn for performance.
Pattern: Door actor with BoxTrigger, DoorMesh, Timeline(Alpha 0→1 over 1s). BeginOverlap → PlayFromStart(Timeline). EndOverlap → Reverse(Timeline). Timeline Update: Lerp(ClosedRotation, OpenRotation, Alpha) → SetRelativeRotation(DoorMesh). For sliding: Lerp locations instead of rotations.
UKismetSystemLibrary::RetriggerableDelay. Latent.
Retriggerable DelayUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: BP_Checkpoint with BoxTrigger, variable CheckpointID(int). OnBeginOverlap(Player) → DoOnce → CreateSaveGameObject(MySaveGame) → SET PlayerLocation, Health, Inventory, CheckpointID → SaveGameToSlot('AutoSave', 0). On death/respawn: LoadGameFromSlot('AutoSave') → Cast → TeleportTo(SavedLocation) → restore Health etc. Show 'Checkpoint Reached' UI briefly.