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 wave
Pattern: Variables CurrentWave(int)=0, EnemiesAlive(int)=0, EnemiesPerWave(Array<int>). StartWave: CurrentWave++ → SET EnemiesAlive=EnemiesPerWave[CurrentWave]. Timer looping: Branch(SpawnedThisWave < EnemiesPerWave[CurrentWave]) → SpawnActor(EnemyClass, RandomSpawnPoint) → SpawnedThisWave++. OnEnemyDeath: EnemiesAlive-- → Branch(EnemiesAlive <= 0) → StartNextWave or Victory.
A raw audio clip (.wav). Imported into the project, then wrapped in a Sound Cue or Metasound for playback.
A graph that mixes and routes one or more Sound Waves — fades, randomizes, attenuates. Older but battle-tested.
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PlaySoundAtLocationUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUGameplayStatics::PlaySoundAtLocation.
Play Sound at LocationUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoOne-shot force. bVelChange=true treats Impulse as velocity change.
Add ImpulseUE 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 ago2D sound — no world position, good for UI sounds and music. Use PlaySoundAtLocation for world sounds.
PlaySound2DUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agobVelChange=true treats Impulse as direct velocity change (ignores mass). bVelChange=false treats it as a force impulse (mass-dependent).
AddImpulseUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago