You are currently viewing Events

Events

Event Begin Play

Use Case: For example, you might use Event Begin Play to start background music, set an initial score, or spawn initial enemies in the game.

Description: This event is triggered once when an actor or component is first spawned or when the game begins. It’s often used to initialize variables, start timers, or set up the game environment.

Event ActorBeginOverlap: This event fires when another actor (e.g., a character, object, or trigger) overlaps with the actor this event is attached to. This is often used to detect when something enters a specific area.
Use Case: For instance, this could be used to detect when the player enters a trigger zone to start a cutscene or when the player picks up an item.

Event ActorEndOverlap

Use Case: You might use this to close a door after the player has passed through or to deactivate a force field after an object moves away from a trigger zone.

Description: The counterpart to ActorBeginOverlap, this event fires when another actor stops overlapping with the actor this node is attached to. It’s useful for detecting when something leaves a specific area.

Event Thick: The Event Tick node is called every frame while the game is running. It’s useful for things that need continuous checking or updating, like tracking the player’s movement or updating the UI.
Use Case: You might use Event Tick to continuously update the position of an object, monitor a countdown timer, or make something move smoothly across the screen.
Danger: Different fps of the player.

Event OnClicked

  • Description: This event is triggered when the player clicks on the actor this event is attached to, often used in interactive objects within the game world.
  • Use Case: You can use this event to make a door open when the player clicks on it or to display additional information when an object is clicked.

Event OnReleased

  • Description: This event fires when the player releases the click after having clicked on an actor. It’s often used in conjunction with OnClicked for creating toggle or drag-and-drop mechanics.
  • Use Case: For instance, this could be used to drop an object the player is dragging when they release the mouse button

  • Event OnDestroyed
  • Description: This event triggers when an actor is destroyed or removed from the game world. It’s useful for cleanup tasks or triggering effects when an object is removed.
  • Use Case: You could use this to spawn particles or play a sound effect when an enemy is defeated and removed from the game.

  • Event AnyDamage
  • Description: This event is triggered whenever the actor this node is attached to receives any kind of damage (e.g., from being hit by a projectile or taking fall damage).
  • Use Case: Use this event to reduce a character’s health, trigger a death animation, or play a damage sound when the actor takes damage.

  • Custom Event
  • Description: A custom event is one you define yourself, allowing you to create named events that can be triggered from various parts of your Blueprint. They help organize code and reuse logic across different parts of your project.
  • Use Case: For example, you might create a custom event called “Start Game” that initializes game variables, spawns the player, and starts the main game loop. You can call this event from different parts of your game logic.

  • Event Hit
  • Description: This event fires when the actor this node is attached to physically collides with another object (e.g., when a projectile hits a wall). It provides detailed information about the hit, such as the impact point and the other object involved.
  • Use Case: You might use Event Hit to apply damage to the object that was hit, create a decal or sound at the impact location, or destroy the actor after a collision.

Leave a Reply