Fired at specific points in time during game play.
Executes once at beginning of play.
Level BP: Executes when play is enacted.
Actor BP: Executes when actor spawns in level, which can vary depending on when triggers spawn the actors during gameplay.
Executes when actor overlaps another actor during gameplay.
Executes every frame of gameplay.
Can be computationally heavy and may lead to lag in game play since it is executed so frequently. This is also impacted by the actions that are programmed to occur each frame.
Set View Target with Blend
Target: Player Controller
New View Target: Intended Camera
Specify an amount to delay the actions of the event execution.
Duration: In seconds.
Spawn Actor from Class
Triggers a new actor class to spawn.
Class: New actor is to be of an available class type.
Get World Location
Stores position vector of input in world coordinates.
Using input position, rotation, and/or scale vectors, converts into a Transform matrix.
Recommended conversion over the default 'Convert Vector to Transform' since it provides more user control.
Target: Defaults to 'self' so that this will destroy the current self actor in which the script is located.
There are several nodes available in BP that offer random values based on data types.
Get Class Defaults
When a class is created with default values for its internal variables, the default values can be called with this node. The available variables will become exposed as outputs to this node when the
Class input parameter is specified. This is a quick way of accessing the default values.
Relies on an Alpha input value that ranges from 0 - 1.
The Shortest Path Boolean option allows for verifying that the rotation occurs in the correct direction.
Get Overlapping Actors
Returns an array of a specified
Class, such as
Actors, overlapping the
Collision component. Note that the first item of the array (0) will always be the target collision 'Actor'.
Verify that all actors intended to interact with collision component have
Generate Overlap Event enabled.
Sequentially toggle between 2 streams on each incoming stream event.
Get Section From Static Mesh
Static mesh being referenced needs to have
General Settings >
Allow CPU Access enabled to convert the SM to a Procedural Mesh Component in cooked builds.
This node is accessible at the bottom of the BP list and titled
Add Timeline.... It comes equipped with a Timeline Editor that is accessed by double-clicking the node.
- This pin leads to code that is to be executed while the Timeline node is running.
- This output pin executes after the Timeline node has been completed.
- Depending on the track/s created within this node's Timeline Editor, these tracks are populated here as output pins for use in other operations.