From 439ac7d10049156582f00b85db6d96d0425eb0a4 Mon Sep 17 00:00:00 2001 From: Kyle Austad Date: Sat, 5 Oct 2024 14:50:54 -0600 Subject: [PATCH] Update Quick Start --- Quick-Start.md | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/Quick-Start.md b/Quick-Start.md index 3fec6b0..c11a774 100644 --- a/Quick-Start.md +++ b/Quick-Start.md @@ -12,4 +12,10 @@ If the included arcade-y style pawn controls are to your liking and simply wish ### 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. \ No newline at end of file +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. + +Once all your sockets are in the correct location on your mesh and have been named, head back to *BP_BaseShip* and look on the variables list. Under *Ship Config* click on the variable *BaseShipInfo*. + +Under the *Details* window, typically on the right of the screen, there is a *Default Value* section expand the variables default values and expand the *HardpointLoadout* and *HardpointDisplayNames* section. Click the little trash can icon on each to reset the Maps to have no entries, then proceed to add new entries. The *HardpointLoadout* map defines your sockets and the maximum allowed class in that slot. The *HardpointDisplayNames* map simply finds each socket and assigns a display name for in the shop for that socket. So in each *HardpointLoadout* and *HardpointDisplayNames* input your socket names exactly as you named them and assign the appropriate max class and display name for each socket. + +Once that is finished, that is it! You now have custom attach locations for hardpoints and weapons on your custom ship mesh. \ No newline at end of file