Hour-of-Day Clock
Every 30 seconds using a looping timer, increment an HourOfDay integer, wrap it back to 0 after 23, and print the hour.
Time 9 nodes · 8 wires
Invincibility Frames (I-Frames)
After taking any damage, set a bInvincible boolean true and start a 1.5-second timer that sets it back to false; Event AnyDamage only subtracts from Health when bInvincible is false.
Combat 9 nodes · 9 wires
Low Gravity Toggle
When the player presses G, toggle CharacterMovement GravityScale between 1.0 and 0.3, printing the current scale.
Movement 7 nodes · 7 wires
Knockback Pad
On ActorBeginOverlap, cast the other actor to Character and launch it backwards 800 units and upwards 400 units.
Physics 8 nodes · 11 wires
Proximity Alarm
On ActorBeginOverlap set a bAlarmActive boolean true and print INTRUDER ALERT; on ActorEndOverlap set it false and print All clear.
Interaction 6 nodes · 4 wires
Auto Heal Regen
With a looping 1-second timer, if a Health float is below 100 add 5 to it clamped to 100 and print the new value.
Combat 11 nodes · 11 wires
Jump Counter Achievement
Each time the player presses Space, call Jump, increment a JumpCount integer and print it; when it reaches 10 print Achievement Unlocked.
Movement 10 nodes · 11 wires
Walk/Run Speed Presets
Pressing the 1 key sets CharacterMovement MaxWalkSpeed to 300, the 2 key to 600, and the 3 key to 900, each printing the new speed.
Movement 10 nodes · 9 wires
Low Health Warning
On Event AnyDamage subtract the damage from a Health float; if the new value is below 25 print LOW HEALTH in red.
Combat 7 nodes · 8 wires
Fall Damage
On Event Landed, if the absolute Z velocity of the landing exceeds 1000, subtract 25 from a Health float and print the remaining health.
Combat 11 nodes · 11 wires
Double-Tap Dash
Dash on double tap: when the player presses E, compare the game time in seconds with a LastPressTime float; if the difference is under 0.3 launch the character forward with 1200 velocity, then store the current time in LastPressTime.
Movement 11 nodes · 12 wires
Coin Counter
On ActorBeginOverlap, increment a CoinsCollected integer, print it, and destroy the overlapping actor.
Interaction 7 nodes · 8 wires
God Mode Toggle
When the player presses B, toggle a bGodMode boolean; on Event AnyDamage only subtract the damage from Health if bGodMode is false.
Combat 10 nodes · 9 wires
60-Second Countdown
On BeginPlay start a countdown: a TimeLeft integer starts at 60, a looping 1-second timer decrements it and prints it, and when it reaches 0 print TIME UP and stop the timer.
Time 15 nodes · 16 wires
Blink Teleport
When the player presses V, teleport the character 500 units forward: set actor location to current location plus forward vector times 500.
Movement 6 nodes · 5 wires
Damage Tracker
On Event AnyDamage, add the incoming damage to a TotalDamageTaken float and print the running total.
Combat 6 nodes · 7 wires
Heal Key
When the player presses H, set the Health float back to 100 and print Healed on screen.
Combat 3 nodes · 2 wires
Wave Announcer
Every 5 seconds using a looping timer, increment a WaveNumber integer and print Wave incoming with the wave number.
Time 9 nodes · 8 wires
Self-Destruct on Touch
On ActorBeginOverlap, wait 2 seconds with a Delay and then destroy this actor.
Interaction 3 nodes · 2 wires
Slow Motion Toggle
When the player presses T, toggle slow motion: set Global Time Dilation to 0.3, and back to 1.0 on the next press.
Time 4 nodes · 3 wires
Floaty Jump Feel
On BeginPlay set the CharacterMovement JumpZVelocity to 700 and AirControl to 0.8 for a floaty jump feel.
Movement 4 nodes · 4 wires
Super Jump Key
When the player presses G, launch the character straight up with 800 velocity and print Super Jump on screen.
Movement 4 nodes · 3 wires
Sprint Toggle
When the player presses Left Shift using Enhanced Input, toggle a bIsSprinting boolean; when it becomes true set CharacterMovement MaxWalkSpeed to 900, when false set it back to 600.
Movement 7 nodes · 7 wires
Sprint (Hold Shift)
When the player holds Left Shift, set MaxWalkSpeed from 500 to 900, and restore it to 500 on release.
Movement 4 nodes · 4 wires