Gameplay Utilities
Blueprint nodes for gameplay utilities operations.
30 nodesCalculate Damage
PureCalculates final damage after armor, resistance, and critical hit modifiers.
CalculateDamageApply Damage Over Time Setup
PureCalculates per-tick damage and total tick count for a damage-over-time effect.
ApplyDamageOverTimeSetupGet Closest Actor Of Class
CallableFinds the closest actor of a specified class to a given point.
GetClosestActorOfClassRespawn Actor
CallableSpawns or retrieves a pooled actor. If a deactivated pooled actor exists, reactivates and repositions it.
RespawnActorDeactivate Actor
CallableReturns an actor to its object pool (deactivates and hides it).
DeactivateActorFormation Position
PureCalculates a unit's position in a formation (Circle, Line, Wedge, Column, Staggered).
FormationPositionCalculate Aggro Score
PureCalculates an aggro/threat score for AI targeting decisions.
CalculateAggroScoreWeighted Loot Roll
PurePerforms a weighted random roll on a loot table. Keys are item names, values are weights.
WeightedLootRollExperience To Level
PureCalculates the level from total XP using an exponential curve (XP needed = BaseXP * Level^ExponentFactor).
ExperienceToLevelLevel To Experience
PureReturns the total XP required to reach a given level.
LevelToExperienceIs Line Of Sight Clear
CallablePerforms a line trace to check if there is a clear line of sight between two points.
IsLineOfSightClearGet Cover Rating
CallableEvaluates how well a position provides cover from a threat by performing multiple traces.
GetCoverRatingGet Surface Type At Location
CallableTraces downward at a location to determine the physical surface type.
GetSurfaceTypeAtLocationApply Knockback
CallableApplies a knockback impulse to an actor's movement component.
ApplyKnockbackCalculate Falloff Damage
PureCalculates damage with distance-based falloff (linear, quadratic, etc.).
CalculateFalloffDamageCalculate Lead Aim Position
PureCalculates where to aim to hit a moving target with a projectile of known speed.
CalculateLeadAimPositionIs Actor Facing
PureChecks if an actor is facing a target location within a tolerance angle.
IsActorFacingGet Height Above Ground
CallableTraces downward to find the ground and returns the height above it.
GetHeightAboveGroundGet Facing Angle Between
PureReturns the angle between each actor's forward vector and the direction to the other actor.
GetFacingAngleBetweenInterp Actor To Transform
CallableSmoothly interpolates an actor toward a target transform. Returns true when approximately reached.
InterpActorToTransformFilter Actors By Line Of Sight
CallableFilters an array of actors into those visible and those hidden from a point.
FilterActorsByLOSLaunch Projectile
CallableSpawns a projectile actor with initial velocity set from direction and speed.
LaunchProjectileGet Movement Direction
PureReturns the character's current movement direction (normalized velocity) and speed.
GetMovementDirectionSort Actors By Distance
CallableSorts an array of actors by distance from a reference point, nearest first.
SortActorsByDistanceFind First Actor With Tag
CallableReturns the first actor in the world with the given tag, or null if none found.
FindFirstActorWithTagGet Actors In Box
CallableReturns all actors within an axis-aligned box region. Useful for area-of-effect queries.
GetActorsInBoxGet Actors In Sphere
CallableReturns all actors within a sphere radius using an overlap query.
GetActorsInSphereGet Actor Bounds
PureReturns an actor's world-space bounding box as center and half-extent.
GetActorBoundsAre Bounds Overlapping
PureReturns true if two actors' bounding boxes are intersecting.
AreBoundsOverlappingGet Actor Tags As Strings
PureReturns an actor's FName tags converted to a string array.
GetActorTagsAsStrings