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UnrealOni/Visual scripting: Difference between revisions

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/cat, header fixes (top-level headers are reserved for the page title)
m (Iritscen moved page Oni2:UnrealOni/Visual scripting to UnrealOni/Visual scripting without leaving a redirect: Not really "Oni2")
m (/cat, header fixes (top-level headers are reserved for the page title))
 
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[[Category:Oni 2]]
==General information==
=General information=
===Some suggestions===
==Some suggestions==
Every day you work on your project, backup your project before you start working on it.
Every day you work on your project, backup your project before you start working on it.


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==Casting==
===Casting===
With "cast to ..." nodes you access other blueprints, therefore their variables.
With "cast to ..." nodes you access other blueprints, therefore their variables.


==References==
===References===
After a casting it is often useful to make a reference so you don't need to make another casting at a later time.
After a casting it is often useful to make a reference so you don't need to make another casting at a later time.


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'''Get a reference of any embedded component by dragging it into the event graph.'''
'''Get a reference of any embedded component by dragging it into the event graph.'''


===Components===
====Components====
To access components you must have the parent object. That's easy if you are already in the right BP. If not you must first access the other blueprint with a cast or an already made reference.
To access components you must have the parent object. That's easy if you are already in the right BP. If not you must first access the other blueprint with a cast or an already made reference.


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(Improve this section later by making two. One for components in the same BP and one for components of another BP.)
(Improve this section later by making two. One for components in the same BP and one for components of another BP.)


====Characters====
====Characters=====
Also characters are objects in the perspective of programming. In Blueprints you can access them following this hierarchy.
Also characters are objects in the perspective of programming. In Blueprints you can access them following this hierarchy.


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Any component listed under the "''Character''(self)" can be referenced without making a detour. Just drag it into the event graph.
Any component listed under the "''Character''(self)" can be referenced without making a detour. Just drag it into the event graph.


==Interfaces==
===Interfaces===


=Good to know=
==Good to know==
==Repair nodes after moved content==
===Repair nodes after moved content===
[[Image:UE4_repair_interface_message.png|thumb]]
[[Image:UE4_repair_interface_message.png|thumb]]
Renaming folder and moving blueprints around can destroy events. You can repair interface events by doing this:
Renaming folder and moving blueprints around can destroy events. You can repair interface events by doing this:
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# Add back events and messages.
# Add back events and messages.


=Nodes=
==Nodes==
 
[[Category:Modding tutorials]]