UnrealOni/Visual scripting: Difference between revisions

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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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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===


=Nodes=
==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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# If available go on by pulling out the pin from a reference.  
# If available go on by pulling out the pin from a reference.  
# Add back events and messages.
# Add back events and messages.
==Nodes==
[[Category:Modding tutorials]]