From 0ff208a2aeff203d9bb4c2c06d5fe7d3a4662c41 Mon Sep 17 00:00:00 2001 From: Kyle Austad Date: Sat, 5 Oct 2024 14:55:12 -0600 Subject: [PATCH] Update Quick Start --- Quick-Start.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/Quick-Start.md b/Quick-Start.md index dc6a2cf..9132c03 100644 --- a/Quick-Start.md +++ b/Quick-Start.md @@ -14,6 +14,9 @@ The included HUD Class *BP_ShipHUD* contains a lot of the logic for managing sho If the included arcade-y style pawn controls are to your liking and simply wish to change the mesh than head over to the MSSS folder under *Demo/Pawns* and open *BP_BaseShip*, or create a duplicate of it and open that if you wish to keep the original unchanged. With that blueprint open head to the viewport view and select the *StaticMesh* component on the left list. Then on the right, select the *Static Mesh* dropdown and select your static mesh. For this documentation I am using a free space ship from *Kitbash3D* and their *Mission to Minerva* pack, available in their *Cargo* application. Once your mesh is selected, adjust its rotation and and scale accordingly. When you are happy with the results, open your ship static mesh. +![](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/QS_StaticMeshSelect.png) +![](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/QS3.png) + ### Setting up mesh sockets In this step you need to setup sockets for hardpoints/weapons to attach to. So open the *Socket Manager* window in the static mesh editor and create, move and rename your sockets to where and how you want them named. You can use the *Preview Mesh* option to assign a mesh to preview how that mesh will look when equipped to that socket. The included *SM_CrappyTurret* can be used if you don't have a weapon/hardpoint mesh in your project yet. If needed, adjust the sockets relative scale as well if your hardpoint or weapon is not the correct scale in relation to your ship mesh.