# (39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

**URL:** <https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [April 29, 2014, 1:27am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448 "2014-04-29T01:27:59Z")\
**Posts on this page:** 1\
**Showing post:** 609

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**Author:** ![Sanborn](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sanborn](https://forums.unrealengine.com/u/Sanborn)\
**Post date:** [February 24, 2015, 12:56pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/609 "2015-02-24T12:56:05Z")

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,

I have a simple mind. What is the proper way to use Get Rendered Actors or Get Not Renders Actors to cause an event on Character dropping from the screen. Should I use the ForEachLoop into a Contains Item to do boolean logic off my Character being found in Get Not Rendered? Do I need the ForEachLoop?

I’ll play around with it tonight, just doing some reading now.

Thanks!

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