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Gameplay Utilities

Blueprint nodes for gameplay utilities operations.

30 nodes

Calculate Damage

Pure

Calculates final damage after armor, resistance, and critical hit modifiers.

CalculateDamage

Apply Damage Over Time Setup

Pure

Calculates per-tick damage and total tick count for a damage-over-time effect.

ApplyDamageOverTimeSetup

Get Closest Actor Of Class

Callable

Finds the closest actor of a specified class to a given point.

GetClosestActorOfClass

Respawn Actor

Callable

Spawns or retrieves a pooled actor. If a deactivated pooled actor exists, reactivates and repositions it.

RespawnActor

Deactivate Actor

Callable

Returns an actor to its object pool (deactivates and hides it).

DeactivateActor

Formation Position

Pure

Calculates a unit's position in a formation (Circle, Line, Wedge, Column, Staggered).

FormationPosition

Calculate Aggro Score

Pure

Calculates an aggro/threat score for AI targeting decisions.

CalculateAggroScore

Weighted Loot Roll

Pure

Performs a weighted random roll on a loot table. Keys are item names, values are weights.

WeightedLootRoll

Experience To Level

Pure

Calculates the level from total XP using an exponential curve (XP needed = BaseXP * Level^ExponentFactor).

ExperienceToLevel

Level To Experience

Pure

Returns the total XP required to reach a given level.

LevelToExperience

Is Line Of Sight Clear

Callable

Performs a line trace to check if there is a clear line of sight between two points.

IsLineOfSightClear

Get Cover Rating

Callable

Evaluates how well a position provides cover from a threat by performing multiple traces.

GetCoverRating

Get Surface Type At Location

Callable

Traces downward at a location to determine the physical surface type.

GetSurfaceTypeAtLocation

Apply Knockback

Callable

Applies a knockback impulse to an actor's movement component.

ApplyKnockback

Calculate Falloff Damage

Pure

Calculates damage with distance-based falloff (linear, quadratic, etc.).

CalculateFalloffDamage

Calculate Lead Aim Position

Pure

Calculates where to aim to hit a moving target with a projectile of known speed.

CalculateLeadAimPosition

Is Actor Facing

Pure

Checks if an actor is facing a target location within a tolerance angle.

IsActorFacing

Get Height Above Ground

Callable

Traces downward to find the ground and returns the height above it.

GetHeightAboveGround

Get Facing Angle Between

Pure

Returns the angle between each actor's forward vector and the direction to the other actor.

GetFacingAngleBetween

Interp Actor To Transform

Callable

Smoothly interpolates an actor toward a target transform. Returns true when approximately reached.

InterpActorToTransform

Filter Actors By Line Of Sight

Callable

Filters an array of actors into those visible and those hidden from a point.

FilterActorsByLOS

Launch Projectile

Callable

Spawns a projectile actor with initial velocity set from direction and speed.

LaunchProjectile

Get Movement Direction

Pure

Returns the character's current movement direction (normalized velocity) and speed.

GetMovementDirection

Sort Actors By Distance

Callable

Sorts an array of actors by distance from a reference point, nearest first.

SortActorsByDistance

Find First Actor With Tag

Callable

Returns the first actor in the world with the given tag, or null if none found.

FindFirstActorWithTag

Get Actors In Box

Callable

Returns all actors within an axis-aligned box region. Useful for area-of-effect queries.

GetActorsInBox

Get Actors In Sphere

Callable

Returns all actors within a sphere radius using an overlap query.

GetActorsInSphere

Get Actor Bounds

Pure

Returns an actor's world-space bounding box as center and half-extent.

GetActorBounds

Are Bounds Overlapping

Pure

Returns true if two actors' bounding boxes are intersecting.

AreBoundsOverlapping

Get Actor Tags As Strings

Pure

Returns an actor's FName tags converted to a string array.

GetActorTagsAsStrings