TABLE OF CONTENTS

        Basics:

                Example

Connections

Unreal Engine 4 Differences:

        1. Execution Connections

        2. Connection Types

        3. Get and Set Variable Types

Nodes:

        Property Select

        Delay

        Bool

        Compare Bool

        Checked Localized String

        And

                Not

                Or

                Vec2Splitter

                Property Cast

                PlayTile

                Compare Int

                Blueprint Reference Object

                Floathub

                Load Single Player Level

                Math

                EventSplitter

                GameProgress

                Teleport

                   Stopwatch

                Select Floats

                Local Player

                RaycastDirection

                RayCast

                Area Proximity

                Local Player

        UI Elements

BASICS

Temp Images

https://cdn.discordapp.com/attachments/330822032097017856/363304799220793365/unknown.png

https://cdn.discordapp.com/attachments/342740377779830799/398344002988146688/ec6be25214b6cedb9d036553b41abc97.png

Blueprints: Any file that contains nodes.

Property Grid: A list of rows where a property name is on the left, and the value of the property and other tools for interacting with that property are on the right. The properties on the left are nested, like files and folders are nested on your computer.

Objects: All the nodes in the blueprint.

Visual Example

https://cdn.discordapp.com/attachments/338085228734054410/411258648623579146/unknown.png

OnThingHappened: An Input Event that when triggered, runs the CompareBool node through the “In” input.

Compare Bool: Compares “IsEquipped” from PlayerAbilityState, then outputs “OnTrue” or “OnFalse” depending on the Bool.

PlayerAbilityState: Checks if the player has a specific ability equipped, then outputs the boolean through “IsEquipped”.

Bool: Outputs a boolean through “Value” depending on the “SetTrue” or “SetFalse” inputs.

SomeOtherThing: Saves the boolean state of Bool’s “Value” output as a variable.

Summary: When “OnThingHappened” is activated, it will compare the boolean of “IsEquipped”. If IsEquipped is true, it will return a Boolean set to true, same process if IsEquipped is false. Then “SomeOtherThing” will be set to whatever the Bool node returned.

Unreal Engine 4 Differences

1. Execution Connections

In Unreal Engine 4, you cannot have an Output or Input Execution trigger to two nodes. Instead it would work in a sequence, where the node would trigger the next node through an output execution. In Frosty it is the opposite, an Output or Input Execution can trigger to two nodes as shown below.

2. Connection Types

        In Unreal, there is a different connection type and color for each kind of variable. In Frosty, the Property connection is dynamic. So it will change types depending on what it is connected to. To learn more about Property Connections go to the Connections page.

3. Get and Set Variable Types

        In Frosty, you can only have one “Get” and “Set” per variable in a Blueprint. Which also correlates to a Variable’s AccessType. If it’s set to “Target” it will create a “Set” variable. Then if it’s set to “Source” it’ll create a “Get” variable. Lastly “SourceAndTarget” will create both.

CONNECTIONS

Property Connections: connects values/variables.

  • Green Connection

Link Connections: Links a class to a variable, but think of the object as live, so it's passed by reference not copied, any update to the class will be replicated to the geometry variable.

  • Blue Connection

Event Connections: Connects the nodes together to trigger events.

  • White Connection

INTERFACE

Fields: Variables.

  • Property Node

Output Events: Custom Event, Triggers Event

  • Event Node

Input Events: Custom Event, Gets Triggered

  • Event Node

Input Links: Class Reference, Gets Reference

  • Link Node

Output Links:Class Reference, Sets Reference

  • Link Node

NODES

Property Select

Inputs

Description

Value

Type

Select0

This event input when triggered returns In0.

-1514204099

Event

Select1

This event input when triggered returns In1.

-1514204100

Event

In0

Takes in any property to be chosen.

193450866

Property

In1

Takes in any property to be chosen.

193450867

Property

SelectedIndex

Takes in an integer and returns a property depending on what the integer is.

-1197429070

Integer

Outputs

Description

Value

Type

Out

Outputs the property that was chosen.

193453899

Property

Properties

Description

Type

InputPropertyHashes

Decides the amount of Input Properties for the node.

Array

InputEventHashes

Decides the amount of Select Events for the node.

Array

Delay

Inputs

Description

Value

Type

In

Starts the delay.

5862146

Event

Reset

Resets the delay.

229946160

Event

Outputs

Description

Value

Type

Out

Output execution when delay is finished.

193453899

Events

Properties

Description

Type

Delay

Delay amount

Float

Auto Start

Triggers the node when the blueprint is loaded

Boolean

Bool

Changes the value of the inputted Boolean Property depending on the event activated, then outputs it.

Inputs

Description

Value

Type

Set False

Sets the inputted Boolean to False.

668205626

Event

Set True

Sets the inputted Boolean to True.

-1541066415

Event

In

Takes in a bool and sets it to whatever event is trigger.

5862146

Boolean

Outputs

Description

Value

Type

Out

Outputs the boolean when executed.

193453899

Boolean

Properties

Description

Type

DefaultValue

The default value to set the property.

Boolean

Compare Bool

Inputs

Description

Value

Type

In

5862146

Event

Bool

The Boolean that gets compared.

2087730411

Boolean

Outputs

Description

Value

Type

OnTrue

Executes if the Bool is true.

1684953394

Event

OnFalse

Execute if the Bool is false.

-81881639

Event

Properties

Description

Type

Bool

Unknown

Boolean

TriggerOnPropertyChange

Triggers the node when the inputted property changes.

Boolean

TriggerOnStart

Triggers when the blueprint is loaded.

Boolean

AlwaysSend

Unknown

Boolean

AlwaysSendOnEvent

Unknown

Boolean

Checked Localized String

Inputs

Description

Value

Type

Arg0

Inputs an agr1.

2088651489

Property

Outputs

Description

Value

Type

LocalizedString

Outputs the Localized String from Sid

-673788305

LocalizedString

Properties

Description

Type

Sid

Text that gets outputted.

String

And

Takes in boolean values and only returns “True” if all inputs are true, otherwise returns false.

Inputs

Value

Type

In2

193450864

Boolean

In1

193450867

Boolean

Outputs

Description

Value

Type

Out

Returns the logical AND of the values inputted.

-673788305

Boolean

Properties

Description

Type

Input Count

Amount of boolean inputs.

Integer

Not

Inputs

Description

Value

Type

In

Takes in a boolean property and reverses it.

5862146

Boolean

Outputs

Description

Value

Type

Out

Outputs the reverse boolean property.

193453899

Boolean

Properties

Description

Type

In

Unknown

Boolean

Or

Takes in all of the boolean values and returns “True” if any of the booleans are true, otherwise returns false.

Inputs

Value

Type

In2

193450864

Boolean

In1

193450867

Boolean

Outputs

Description

Value

Type

Out

Outputs the reverse boolean property.

193453899

Boolean

Properties

Description

Type

Input Count

Amount of boolean inputs.

Integer

Vec2Splitter

Takes “In” input and splits it into two floats.

Inputs

Value

Type

In

5862146

Vector2D

Outputs

Value

Type

Y

177660

Float

X

177661

Float

Property Cast

Converts the inputted property to another type.

Inputs

Value

Type

FloatValue

-1171175106

Float

IntValue

5685821

Integer

BoolValue

176040160

Boolean

StringValue

1269878171

String

Outputs

Value

Type

CastToBool

-492348331

Boolean

CastToInt

245372264

Integer

CastToFloat

936870923

Float

CastToString

142996302

String

Properties

Description

Type

Precision

Unknown

Float

PlayTile

Inputs

Description

Value

Hash

Type

Activate

Activates the UI.

-559281700

None

Event

Description

The description for the button.

1636673251

618DA6E3

Localized String

Player Amount

Player Count tex.

-1570619046

None

Float

Name

2088949890

606359297

24244F01

Localized String

Aurebesh Title

Aurebesh Name text.

518240730

None

Localized String

Enabled

Disables or Enables the UI

2662400

None

Boolean

Movie

The animated icon for the button.

210030653

None

Movie Texture

Unknown

Unknown

Unknown

9C408598

Boolean

BottomLeftCornerRoundness

Roundness of widget.

-1986399201

Float

TopLeftCornerRoundness

Roundness of widget.

1046386075

Float

TopRightCornerRoundness

Roundness of widget.

1002245920

Float

BottomRightCornerRoundness

Roundness of widget.

717405476

Float

Outputs

Description

Value

Hash

Type

ButtonPressed

Outputs execution when button is pressed.

1786243514

6A77E9BA

Event

Compare Int

Inputs

Description

Value

Type

In

WIP

5862146

Event

A

WIP

177636

Int

B

WIP

177639

Int

Outputs

Description

Value

Type

A>=B

WIP

2088727237

Event

A<B

WIP

193445146

Event

A=B

WIP

193445179

Event

A!=B

WIP

2088703386

Event

Blueprint Reference Object

Allows you to access variables and run events from other Blueprints, acts like an Interface and a function.

Node Types

Description

SpatialPrefabReference

Allows you to load in SpatialPrefabs and input defined parameters.

VisualEnvironmentReference

WIP

SubWorldReference

Allows you to load in Subworlds and input defined parameters.

LogicPrefabReference

Acts like a function.

EffectReference

Controls effects.

Teleport

Inputs

Description

Value

Type

Teleport

Triggers the teleport

-1799726556

Event

NewPositionTransform

The position the object will be teleported to

-785623636

Vector3D

NewPosition

-352367776

Outputs

Description

Value

Type

Object Reference

The object reference that gets teleported

920929126

Link

Stopwatch

Inputs

Description

Value

Type

Start

Starts the Stop Watch.

230748069

Event

Stop

Stops the Stop Watch.

2089401213

Event

Reset

Resets the Stop Watch.

229946160

Event

Outputs

Description

Value

Type

OnTrigger

Executes out when certain number is reached

1975570652

Event

Time

The current time.

2089313744

Float

Properties

Description

Type

Multiplier

The multiplier of it ticking up.

Float

TriggerOnTime

The number that has to be reached before executing.

Float

UseRealDeltaTime

Use Delta Time.

Boolean

Floathub

Load Single Player Level

Math

EventSplitter

GameProgress

Stopwatch

Select Floats

Local Player

RaycastDirection

Inputs

Description

Value

Type

Transform

-2024647575

Property

ContinuousUpdate

1186338873

Property

RayVerticalAngle

761316956

Float

RayDistance

223111116

Float

LockHorizontalRotation

-985467964

Boolean

LockVerticalRotation

-1061608088

Boolean

Outputs

Description

Value

Type

Unknown

-222140518

Event

Unknown

Connects to RayCast stop

1500694105

Property

Unknown

Connects to RayCast start and Math’s Target

739981334

Property

RayCast

Inputs

Description

Value

Type

TriggerOnce

1019440090

Event

Start

230748069

Property

Stop

2089401213

Property

Outputs

Description

Value

Type

Unknown

1131330143

Event

HasHit

-1235342390

Boolean

HitPosition

Connects to Math’s location

-1158121431

Property

HitNormal

2036113411

Property

Area Proximity

Inputs

Description

Value

Type

Enable

Event

Geometry

Link

Outputs

Description

Value

Type

Out

193453899

Boolean

Local Player

Inputs

Description

Value

Type

Outputs

Description

Value

Type

Unknown

Plugs into Gameplay Supply Point’s Player input.

844326435

Property

Gameplay Supply Points

Inputs

Description

Value

Type

Unknown

-140682245

Event

Player

-910201930

Property

ModifyAmount

-1678542087

Property

Outputs

Description

Value

Type

Points

-911361190

Property

RandomMultiEvent

Inputs

Description

Value

Type

In

5862146

Event

Outputs

Description

Value

Type

Out0

2089011355

Event

Out1

2089011354

Event

Out2

2089011353

Event

UI Elements

CrtTrailContainer

Allows you to access variables and run events from other Blueprints, acts like an Interface and a function.

AnimationRootContainer

Allows you to access variables and run events from other Blueprints, acts like an Interface and a function.

WSUIContainer

Allows you to access variables and run events from other Blueprints, acts like an Interface and a function.

StackingContainer

Allows you to access variables and run events from other Blueprints, acts like an Interface and a function.

VectorShape

Allows you to access variables and run events from other Blueprints, acts like an Interface and a function.

LineElement

The Line Widget lets you create vector lines.

SvgElement

The SVG Widget lets you display Scalable Vector Graphic assets.

SpacerElement

A space widget; it does not have a visual representation, and just provides a padding between other widgets.

TextElement

A simple static text widget.

New

MainMenuScreen - Main Logic

Input 1 = 1686504962

Input 2 = 1686504961

Phase = 232863114

Answer = -1804775271

Pf_outlineoptions - Function

In Int = -1508777551

Amount = -1804139991

Return Value = -1124587900

Pf_FuelResource - Function

Execute = 550586970

Add Amount = -846262360

OLD

MainMenuScreen

123456789 - Input 1

987654321 - Input 2

1111111111 - Phase

222222222 - Answer

pf_outlineoptions

333333333 - In Int

444444444 - Amount

555555555 - Return Value