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Documentation

By: Malachias Harris

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Click on the “FEventSystemTriggers” button located on the toolbar. This should open the plugin’s editor window.

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UI Controls

Event boxes dropdown box- Red box

  • It should display all trigger boxes with the parent class “FEvent Box” that are placed in the level.

Event dropdown boxes - Blue box

  • This displays all functions and events that are prefixed with “SFX_”, “VFX_”, or “FUN_”.

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UI Controls - Buttons

Refresh - Green box

  • Clicking on this button will refresh all dropdown boxes.

Submit - Gold box

  • Clicking on this button will assign all selected events to a selected event box.

Unbind Current - Orange box

  • Clicking on this button will clear all assigned events for selected event box.

Unbind All - cyan box

  • Clicking on this button will clear all assigned events for all event box.

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FEvent box

  1. Create a blueprint class.
  2. Expand the all classes triangle.
  3. Type FEventBox in the search bar.
  4. Selected FEventBox.
  5. Click on select button.
  6. Name blueprint class to anything you like.

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FEvent Box Details Panel

Geen box

  • What’s shown are variables that is used to store the names and functions, that users assign to a particular instance.

Orange box

  • Trigger config is a struct that allows the user to change how the trigger box operates and what events and or functions get called.

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FEvent Box Details Panel

Cyan box

  • Event types is an enum that contain three states. VFX, SFX, and Functional.
  • Selecting a state will call the corresponding function when triggered, if it been assigned to the instance.

Magenta box

  • Tags is an array of FNames. Users can allow certain actors or pawns with a specific tag to trigger the event box.

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Creating Assignable Event and functions

  • When creating functions and events to be assigned to FEvent box instances add the prefix “VFX_”, “SFX_”, or “FUN_”.
  • Ensure all events has no parameters and return nothing or void.

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Other actor and Overlapped actor

M_OtherActor

  • An object reference of an actor that collides with the event trigger box.

M_OverlappedActor

  • An object reference of an actor that has been collided with.