Cavrnus-CVT Explode Command

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

Modifying BP_ExplodeComponent Blueprint

CVT BP_ExplodeComponent Blueprint Location

→ CollaborativeViewer/Blueprints/Commands/Explode/BP_ExplodeComponent

 

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Add Cavrnus_ExplodeToggled
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Add an Id Integer input

Adding New Logic

Modifying BP_Explode Blueprint

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.

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