Death Traps Vol.1
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  • Introduction
  • Relationship Blueprints
  • Changelog
  • Old documentation
  • Settings
    • BP_BaseTrap
    • BP_BaseMovementTrap
    • BP_BaseMovementAndRotationTrap
    • BP_BaseRotationTrap
    • BP_OpenFloor
    • BP_BaseModuleWeapon
    • BP_BaseTrigger
    • Input
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  • Settings
  • Animation
  • DelayStart
  • Damage

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  1. Settings

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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Last updated 4 years ago

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