From Star Wars Galaxies RPG Wiki
Credit
The cheat sheets for Unreal Engine were created by Winslow. You can find more of his contributions and resources on his profile page on the Epic Games Developer Community.
UE4 Blueprint Cheat Sheet
Blueprint Types
Type
|
Description
|
Actor |
An Actor is an object that can be placed or spawned in the world.
|
Pawn |
A Pawn is an Actor that can be controlled and receive input from a Controller.
|
Character |
A Character is a Pawn that includes the ability to walk, run, jump, and more.
|
Player Controller |
A Player Controller is an Actor responsible for controlling a Pawn used by the player.
|
Game Mode Base |
A Game Mode defines the game being played, its rules, scoring, and other facets of the game type.
|
Actor Component |
An ActorComponent is a reusable component that can be added to any actor.
|
Scene Component |
Component that has a scene transform (location, rotation, scale) and can be attached to other scene components.
|
Common Blueprint Events
Event
|
Description
|
Event ActorBeginOverlap |
Called when a collision/overlap between two actors with Generate Overlap Events enabled is detected.
|
Event ActorEndOverlap |
Called when the actors previously overlapped stop overlapping.
|
Event BeginPlay |
Called for all Actors when the game/level is started. Any Actors spawned after game start have this called immediately.
|
Event EndPlay |
Called for all Actors when the game/level is ended. Any Actors spawned after game end.
|
Event Tick |
Called on every frame of gameplay. Can be computationally expensive.
|
Event Destroyed |
Called when the Actor is destroyed. Note: Deprecated, use Event EndPlay.
|
Event Hit |
Called when collision settings are set up for one or more Actors involved.
|
Event AnyDamage |
Called when general damage is to be dealt. For informational purposes.
|
Event PointDamage |
Meant to represent damage dealt by projectiles, hit scan or melee weaponry.
|
Event RadialDamage |
Called when parent Actor receives Radial Damage (Ex: Explosion damage or indirect damage).
|
Event ActorBeginCursorOver |
Called when using the mouse interface and cursor is moved over an Actor.
|
Event ActorEndCursorOver |
Called when using the mouse interface and cursor is moved off an Actor.
|
Data Pin Types
Type
|
Description
|
Bool |
Boolean values of True or False.
|
Integer |
Integer number (whole numbers) ex: 5, 7, 10.
|
Float |
Floating arithmetic number ex: 3.14.
|
String |
String of text and characters ex: "My String".
|
Transform |
Location, rotation and scale transformation.
|
Vector |
Vector of (X, Y, Z).
|
Linear Color |
RGBA value of a color.
|
Rotator |
Roll (X), Pitch (Y), Yaw (Z).
|
Node Creation Hotkeys
Node
|
Keys
|
Branch Node |
B + LMB
|
Comment Box Node |
C + LMB
|
Delay Node |
D + LMB
|
Sequence Node |
S + LMB
|
Gate Node |
G + LMB
|
For Each Loop Node |
F + LMB
|
Multi-gate Node |
R + LMB
|
Do Once Node |
O + LMB
|
BeginPlay Event |
P + LMB
|
Move Node Connection |
Ctrl + RMB/Drag
|
Delete Node Connection |
Alt + RMB Click
|
Compile Blueprints |
Ctrl + S
|
Duplicate Selected Node |
Ctrl + W
|
UE5 Editor HotKey Cheat Sheet
Viewport Navigation
Viewport Navigation
|
Keys
|
Movement - Standard |
LMB/RMB + Drag
|
Movement - GameStyle |
RMB + WASD
|
Movement - Maya |
Alt + LMB/RMB
|
Zoom |
Mouse Wheel
|
Viewport Transformation
Viewport Transformation
|
Keys
|
Translate |
W
|
Rotate |
E
|
Scale |
R
|
Toggle Transform Mode |
Spacebar
|
Clone Active Object |
Alt + (Translate or Rotate)
|
Vertex Snapping |
V
|
Modes
Modes
|
Keys
|
Select / Placement |
Shift + 1
|
Landscape |
Shift + 2
|
Foliage |
Shift + 3
|
Mesh Paint |
Shift + 4
|
Modeling |
Shift + 5
|
Fracture |
Shift + 6
|
Brush Editing |
Shift + 7
|
Animation |
Shift + 8
|
Viewport Shortcuts
Viewport Shortcuts
|
Keys
|
Focus on Selection |
F
|
Wireframe View |
Alt + 2
|
Unlit View |
Alt + 3
|
Lit View |
Alt + 4
|
Grid Size Decrease |
[
|
Grid Size Increase |
]
|
Rotation Size Decrease |
Shift + [
|
Rotation Size Increase |
Shift + ]
|
Mouse Cursor in Play Mode |
Shift + F1
|
Level Editor
Level Editor
|
Keys
|
Hide Selected Object |
H
|
Unhide All Hidden Objects |
Ctrl + H
|
Editor FullScreen |
Shift + F11
|
Immersive Mode |
F11
|
Game View |
G
|
Find in Blueprint |
Ctrl + K
|
Snap to Floor |
End
|
Snap Pivot to Floor |
Alt + End
|
Snap Origin to Grid |
Ctrl + End
|
Snap Bounds to Floor |
Shift + End
|
Command Console |
~
|
Clear Selection |
ESC
|
Camera Shortcuts
Camera Shortcuts
|
Keys
|
Perspective View |
Alt + G
|
Front View |
Alt + H
|
Side View |
Alt + K
|
Top View |
Alt + J
|
Set Camera Bookmark |
Ctrl + 0-9
|
Jump to Camera Bookmark |
0-9
|
Miscellaneous
Miscellaneous
|
Keys
|
Live Code Recompile |
Ctrl + Alt + F11
|
Detach from Viewport Play |
F8
|
Modeling Mode
Modeling Mode
|
Keys
|
Accept / Complete |
Enter
|
Cancel active tool |
Esc
|
Toggle Gizmo |
A
|
Modeling - Cube Grid Tool
Modeling - Cube Grid Tool
|
Keys
|
Flip Selection |
T
|
Decrease Power of Two |
Ctrl + Q
|
Increase Power of Two |
Ctrl + E
|
Toggle Gizmo |
A
|
Modeling - Mesh Cut Tool
Modeling - Mesh Cut Tool
|
Keys
|
Plane Cut |
T
|
Flip Cutting Plane |
R
|
Modeling - Shared Shortcuts
Modeling - Shared Shortcuts
|
Keys
|
Decrease Brush Falloff |
Ctrl + Shift + [
|
Increase Brush Falloff |
Ctrl + Shift + ]
|
Decrease Brush Size |
[
|
Increase Brush Size |
]
|
Decrease Brush Strength |
Ctrl + [
|
Increase Brush Strength |
Ctrl + ]
|
Decrease Line Width |
Shift + [
|
Increase Line Width |
Shift + ]
|
UE5 C++ Cheat Sheet
UPROPERTY
UPROPERTY
|
Description
|
BlueprintAssignable |
Multicast Delegates only. Exposes property for assigning in Blueprints
|
BlueprintCallable |
Multicast Delegates only. Property exposed for calling in Blueprints
|
BlueprintReadOnly |
Readable in Blueprints, but not writeable
|
BlueprintReadWrite |
Read or written from Blueprints
|
Category |
Category of the property. Nested categories with .
|
EditAnywhere |
Can be edited in property windows, on archetypes & instances
|
EditDefaultsOnly |
Editable in property windows, but only on archetypes
|
EditFixedSize |
Prevent changing the length of an array (useful for dynamic arrays)
|
EditInstanceOnly |
Edited by property windows, but only on instances, not on archetypes
|
Transient |
Should not be saved, zero-filled at load time
|
VisibleAnywhere |
Visible in property windows, but can't be edited at all
|
VisibleDefaultsOnly |
Visible in property windows for archetypes, & can't be edited
|
VisibleInstanceOnly |
Visible in property windows for instances, not archetypes, & can't be edited
|
UFUNCTION
UFUNCTION
|
Description
|
BlueprintAuthorityOnly |
Will not execute from Blueprint code if running on something without network authority
|
BlueprintCallable |
Can be executed in a Blueprint or Level Blueprint graph
|
BlueprintCosmetic |
Is cosmetic and will not run on dedicated servers
|
BlueprintImplementableEvent |
Can be overridden in a Blueprint or Level Blueprint graph
|
BlueprintNativeEvent |
Designed to be overridden by a Blueprint, but also has a native implementation
|
BlueprintPure |
Does not affect the owning object in any way and can be executed in a Blueprint or Level Blueprint graph
|
Category |
|
Client |
Only executed on the client that owns the Object the function belongs to
|
Exec |
Can be executed from the in-game console
|
NetMulticast |
Executed locally on the server and replicated to all clients, regardless of the Actor’s NetOwner
|
Reliable |
Replicated over the network, and is guaranteed to arrive regardless of bandwidth or network errors
|
Server |
Only executed on the server
|
Unreliable |
Replicated over the network but can fail due to bandwidth limitations or network errors
|
Common Base Classes
Base Class
|
Description
|
Actor |
An Actor is an object that can be placed or spawned in the world.
|
Actor Component |
An ActorComponent is a reusable component that can be added to any actor.
|
Character |
A Character is a Pawn that includes the ability to walk, run, jump, and more.
|
Game Mode |
A Game Mode defines the game being played, its rules, scoring, and other facets of the game type. Eg: Capture The Flag, Deathmatch, etc.
|
Game State |
The Game State manages the information that is used for all connected clients and is specific to the Game Mode. Eg: Time remaining, current score, etc.
|
Pawn |
A Pawn is an Actor that can be controlled and receive input from a Controller.
|
Player Controller |
A Player Controller is an Actor responsible for controlling a Pawn used by the player.
|
Scene Component |
Component that has a scene transform (location, rotation, scale) and can be attached to other scene components.
|
Type Names
Typename
|
Prefix
|
Example
|
Actor |
A |
AActor AfpsCharacter;
|
Boolean |
b |
bool bIsRealloicious;
|
Enums |
E |
enum EPlayerType
|
Float |
f |
float fHealth;
|
Name |
F |
FName TeamName;
|
FString |
F |
FString TeamFriendlyName;
|
int32 |
i |
int32 TeamCount;
|
Interfaces |
I |
INetworkConnection;
|
Struct |
F |
FStruct FPlayerStats;
|
TArray |
T |
TArray<MyTypes> FArrayOfMyTypes;
|
UClass |
U |
UClass* TealClass;
|
UObject |
U |
UCameraComponent* ThirdPersonCam;
|
USoundCue |
US |
USoundCue* TeamSound;
|
UTexture |
UT |
UTexture* TeaTexture;
|
UE5 Chaos Car Physics Issues and Solutions
Common Issues
Issue
|
Description
|
Vehicle resetting to player start |
Vehicles will reset to the player start once passing a certain threshold in large partitioned worlds.
|
Vehicle not getting possessed |
When you possess vehicles, you can't use action-mapped controls.
|
Solutions
Issue
|
Solution
|
Vehicle resetting to player start |
Go into the vehicle's parent blueprint and search for 'Spatially Loaded.' Uncheck the box to solve the resetting-to-start issue.
|
Vehicle not getting possessed |
Once you drop the vehicle into the world, search for 'Pawn' in the car blueprint. Find 'Auto Possess Player' in details panel and select 'Player 0
|