Payday 2 scripted ai actions4/6/2023 ![]() Or when you right-click one or more Actors in the Level Viewport or World Outliner:Įach function and Custom Event that you set up on your AssetActionUtility or ActorActionUtility class becomes available as a separate option in the context menu. This sub-menu contains each of the functions or Custom Events that you set up in your Blueprint class.įor example, when you right-click one or more Assets in the Content Browser: Once your Blueprint class is saved and compiled, you should see a new Scripted Actions sub-menu in the context menu for either Assets or Actors, depending on the parent class you chose for your Blueprint class. ![]() You also will want to install the Editor Scripting Utilities Plugin, if you haven't already, to get access to additional function libraries for working with Assets and Level Actors. You'll find some useful Blueprint nodes for your Scripted Actions under the Development > Editor category, including the nodes shown in the examples above that return a list of the objects selected at the time your Scripted Action is run: Get Selected Assets, which returns an array of references to all the Assets selected in the Content Browser, and Get Selection Set, which returns an array of Actors that are currently selected in the Level. ![]() Give your new class a descriptive name in the Content Browser. If you want your Scripted Action to operate on Actors, choose ActorActionUtility as the parent class, then press Select. If you want your Scripted Action to operate on Assets, choose AssetActionUtility as the parent class, then press Select. In the Content Browser, right-click the folder where you want to create your new class, and choose Editor Utilities > Editor Utility Blueprint from the context menu.ĭecide whether you want your Scripted Action to operate on Assets that you select in the Content Browser, or on Actors that you select in the Level Viewport or World Outliner. In this procedure, we'll create a new Editor Utility Blueprint class from one of the parent classes that support Scripted Actions, and we'll set up a new event graph for that class that will show up as a Scripted Action. The instructions on this page show you how to create and launch these kinds of Editor Utility Blueprints, and how you can customize them to apply only to specific types of Assets or Actors. Typically, a Scripted Action gets the list of Assets or Actors that are selected at the time you run the action, then modifies those objects or otherwise takes them into consideration in its graph. This kind of workflow is especially useful any time you need your Blueprint logic to have contextual awareness about a certain set of Assets or Actors. ![]() Scripted Actions are Editor Utility Blueprints that you launch in the Unreal Editor by right-clicking Assets in the Content Browser, or by right-clicking Actors either in the Level Viewport (shown above) or in the World Outliner. Restricting an Action to a Specific Class ![]()
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |