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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

image-20240826-225748.png
image-20240916-195709.png

Adding New Logic

image-20240826-225719.png

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.

image-20240826-230042.png

The Explode Command is now synced! Ensure all blueprints compile and if needed, refresh nodes.

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