Update Pawn - BP_BaseShip

Kyle Austad 2024-10-07 10:37:45 -06:00
parent 1d92811561
commit 269cd979af

@ -8,4 +8,16 @@ If you already have a pawn for your project or have a better flight system that
The first thing to do on your new pawn is to go to the *Class Settings* in its blueprint editor and go down to *Implemented Interfaces*. Click on add and search for *BPI_ShipCore* and add it. If you want the basic currency system as well on your pawn and don't have your own, add the interface *BPI_Shop* as well. The first thing to do on your new pawn is to go to the *Class Settings* in its blueprint editor and go down to *Implemented Interfaces*. Click on add and search for *BPI_ShipCore* and add it. If you want the basic currency system as well on your pawn and don't have your own, add the interface *BPI_Shop* as well.
![](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/BP_BaseShip/1.png) ![](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/BP_BaseShip/1.png)
### Variables to add
Next you need to add a slew of variables to your pawn. They are categorized on the include *BP_BaseShip* and you can refer to that for reference. If you have your own movement system implemented you don't need all of the *Movement* variables and if you already have a zoom system for your camera or don't want it you don't have to transfer that logic. The below table shows every variable, its type and it is organized by category. If you have your own movement system on your pawn skip the *Movement* category.
#### Movement Variables
| Variable Name | Variable Type | Default Value |
| ------------- | ------------- | ------------- |
| Text | Text | Text |