BP_BaseTrap
The function “AnimationLogic” needs to be redefined in successors, in it the logic of how the trap will be animated.
Settings
TriggerRef (BP_BaseTrigger): reference on “BP_BaseTrigger”
Animation
DelayBetweenRepeat (float): time in seconds between animations
NumberRepeatAnimation (int): number of repetitions of animation if “bInfinityActivate” = false
bInfinityActivate (bool): if true then the trap will work constantly, otherwise “NumberRepeatAnimation” repetitions will be done
bActiveTrap (bool): activates a trap at the beginning of the game, if there is a link in the “TriggerRef” variable then “bActiveTrap” is set to false
DirectionAnimation (E_DirectionsAnimation): the direction of the animation, there are 3 positions:
forward and backward along the curve
forward along curve
back along curve
CurveVectorAnimation (VectorCurve): the curve by which the trap is animated (more precisely, 3 curves). How much you decide to use. For example, along a curve X, motion is animated, and along Y, rotation.
DelayStart
DelayStart (float): delay in seconds before first trap activation
bRandomDelayStart (bool): if set to true then a random value from “MinRandomDelayStart” to “MaxRandomDelayStart” will be set to “DelayStart”
MinRandomDelayStart (float): minimum time in seconds
MaxRandomDelayStart (float): maximum time in seconds
Damage
Damage (float): trap damage (writes damage in “BP_BaseModularWeapon”)
bCustomImpulse (bool): if set to true, “Impulse” will be used to repel otherwise “Impulse” will record the mesh speed
Impulse (Vector3D): vector by which the character will repel if he has not died
DamageType (Vector3D): when dealing damage, the type of damage is taken from this class (recorded through the trap)
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