Infonote |
---|
Before Cavernizing editing the Explode Command, refer to Unreal CVT Explode Documentation in order to properly setup Explode components in the Level. |
Modifying BP_
BasePawnAdd
AC_Cavrnus_Explode
toBP_BasePawn
.
BP_ExplodeComponent
In order to prevent the parent EventBeginPlay from overriding the parent
BP_BaseCommandComponent
Begin Play node, add a call to the parent function as shown below. Remember,BP_BaseCommandComponent
has the initial Cavrnus SpaceConnection logic from which this child class uses.
Locate in the same
BP_ExplodeComponent
the Setup Option Buttons comment group and bypass the original CVT logic with the Cavrnus logic shown below.
BP_Explode
Lastly, thisExplodeComponent Blueprint
Info |
---|
CVT BP_ExplodeComponent Blueprint Location→ CollaborativeViewer/Blueprints/Commands/Explode/BP_ExplodeComponent |
Adding New Logic
Modifying BP_Explode Blueprint
Info |
---|
CVT BP_Explode Blueprint Location→ CollaborativeViewer/Blueprints/Commands/Explode/BP_Explode |
This change is more for consistency in what is expected when reading the current state of an animation in the journal. If the animation is active, it will be true and vice versa. Lets remove the negation as shown below.
Tip |
---|
The Explode Command is now synced! Ensure all blueprints compile and if needed, refresh nodes. |
Auibutton | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Auibutton | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|