Calling a C++ Function with return value from a Blueprint

Aye, Sundays! For another PoC I was in need of some custom C++ functionality. To get a grasp of it, I started digging into some articles and videos and decided to narrow everything down to what’s most important: Calling functions and retreiving a return value from there.



Let’s send two floats to a custom C++ function which then returns us the sum as Output Param in a node we can use further in our Blueprint. For now, we’re working with a synchronous call, means, the function we’re calling is also the function we’re getting our sum back from. It’s really that simple.

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Dynamically changing the intensity of a Point Light


For quite some time I was off the idea that dynamically changing the brightness / intensity of a Light Actor wouldn’t work on mobiles. This aside, I set up a quick PoC (Proof of Concept) to toggle a light between two intensities, with a little flickering in it to make it.. I don’t know, I just liked the idea of a timeline in this flow.

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Tweening the location of Actors with easing

Hey folks,

today we’re talking about floating Actors, or – to be precise – about how we can animate an Actor’s location (or rotation, whatever you like to) with a visual representation of the tweening itself. The result of this little Blueprint can be used for hovering Powerups or HUDs which need a little extra to their appearance.

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