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Before Cavernizing the Explode Command, refer to Unreal CVT Explode Documentation in order to properly setup Explode components in the Level.

BP_BasePawn

  1. Add AC_Cavrnus_Explode to BP_BasePawn.

image-20240613-234331.png

BP_ExplodeComponent

  1. 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_BaseCommandComponenthas the initial Cavrnus SpaceConnection logic from which this child class uses.

image-20240614-164317.png

image-20240619-165226.png

  1. Locate in the same BP_ExplodeComponent the Setup Option Buttons comment group and bypass the original CVT logic with the Cavrnus logic shown below.

image-20240614-165707.png

BP_Explode

  1. Lastly, 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.

image-20240619-170455.png

The Explode Command is now synced!

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