Update Pawn - BP_BaseShip
parent
34ca45ed50
commit
3f50c13e15
@ -60,12 +60,16 @@ Also note: the function *UpdateMovementVariables* is needed even if you are usin
|
|||||||
| AttachedActorsAndSockets | Map of Actor(object_ref):Names | none |
|
| AttachedActorsAndSockets | Map of Actor(object_ref):Names | none |
|
||||||
| MasterShipInfo | Struct - S_MasterShipInfo | (only need to config *EngineInfo* and *EngineShopInfo*) |
|
| MasterShipInfo | Struct - S_MasterShipInfo | (only need to config *EngineInfo* and *EngineShopInfo*) |
|
||||||
|
|
||||||
|
#### Functions
|
||||||
|
|
||||||
Once you have all the variables in your own pawn head over to the functions on *BP_BaseShip* and copy all the functions there to your new pawn. You can simply right click the function name or select it and Ctrl-C to copy it and paste it on your new pawn.
|
Once you have all the variables in your own pawn head over to the functions on *BP_BaseShip* and copy all the functions there to your new pawn. You can simply right click the function name or select it and Ctrl-C to copy it and paste it on your new pawn.
|
||||||
|
|
||||||
![](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/BP_BaseShip/2.png)
|
![](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/BP_BaseShip/2.png)
|
||||||
|
|
||||||
Once those 5 functions have been copied, repeat the process for the 1 macro on *BP_BaseShip* called *SetUseControlRotation*
|
Once those 5 functions have been copied, repeat the process for the 1 macro on *BP_BaseShip* called *SetUseControlRotation*
|
||||||
|
|
||||||
|
#### Event Dispatchers
|
||||||
|
|
||||||
Last thing to copy over is the 3 Event Dispatchers.
|
Last thing to copy over is the 3 Event Dispatchers.
|
||||||
|
|
||||||
On your new pawn create a new *Event Dispatcher*. One called *OnFinishedDocking*, one called *OnPlayerMoneyChanged* (if using the included currency system), and the last one called *OnShipInfoChanged*.
|
On your new pawn create a new *Event Dispatcher*. One called *OnFinishedDocking*, one called *OnPlayerMoneyChanged* (if using the included currency system), and the last one called *OnShipInfoChanged*.
|
||||||
@ -77,6 +81,8 @@ Click on *OnPlayerMoneyChanged* and in the *Details* on the right click the plus
|
|||||||
|
|
||||||
On the *OnShipInfoChanged* dispatcher add 2 inputs. One called *BaseShipInfo* of type *Struct - S_BaseShipInformation*, and one called *MasterShipInfo* of type *Struct - S_MasterShipInfo*.
|
On the *OnShipInfoChanged* dispatcher add 2 inputs. One called *BaseShipInfo* of type *Struct - S_BaseShipInformation*, and one called *MasterShipInfo* of type *Struct - S_MasterShipInfo*.
|
||||||
|
|
||||||
|
### Nodes
|
||||||
|
|
||||||
Once all of that is done head over to the *Event Graph* of *BP_BaseShip* and select and copy all the nodes on the main graph. If you don't need the movement system or simple zoom only select the graphs on the right of the event graph. Refer to the comments to find the movement graphs to leave behind. Either way, select the graphs needed on the right half at least and copy and paste them onto the event graph of your new pawn.
|
Once all of that is done head over to the *Event Graph* of *BP_BaseShip* and select and copy all the nodes on the main graph. If you don't need the movement system or simple zoom only select the graphs on the right of the event graph. Refer to the comments to find the movement graphs to leave behind. Either way, select the graphs needed on the right half at least and copy and paste them onto the event graph of your new pawn.
|
||||||
|
|
||||||
Once all of that is copied over there will most likely be some errors. If you moved over the movement logic there will be errors related to specific component references. The simple zoom functionality uses references to the *Camera* and *Spring Arm* so replace those with the applicable components on your new pawn if necessary. Any references to *Capsule* in the movement logic is the root component of your pawn so replace those references if needed with a reference to the root component of your new pawn. After that is done the last error will be about a timeline in the collapsed graphs for docking and undocking. *Undock Alpha* is the output of a *Float Track* in the timeline node used to time undocking. Sometimes *timeline* nodes don't copy and paste correctly so if any remaining errors are related to *Timeline* nodes simply find that timeline node in the *BP_BaseShip* and manually copy and paste it onto the correct spot in your new pawn and replace the one throwing errors.
|
Once all of that is copied over there will most likely be some errors. If you moved over the movement logic there will be errors related to specific component references. The simple zoom functionality uses references to the *Camera* and *Spring Arm* so replace those with the applicable components on your new pawn if necessary. Any references to *Capsule* in the movement logic is the root component of your pawn so replace those references if needed with a reference to the root component of your new pawn. After that is done the last error will be about a timeline in the collapsed graphs for docking and undocking. *Undock Alpha* is the output of a *Float Track* in the timeline node used to time undocking. Sometimes *timeline* nodes don't copy and paste correctly so if any remaining errors are related to *Timeline* nodes simply find that timeline node in the *BP_BaseShip* and manually copy and paste it onto the correct spot in your new pawn and replace the one throwing errors.
|
||||||
|
Loading…
Reference in New Issue
Block a user