BP_Lock

General

  • Collision Box Extent (Vector3D): Vector that sets the size Collision Box.

  • Collision Box Location (Vector3D): Vector that sets the location Collision Box.

  • Main Mat Ref (Material): The main material of the lock.

  • bUseAnimationPadlockLoop (bool): If True then starts the loop (mesh) animation on the lock.

Symbols

  • Password (String array): The password need to enter. Add as many symbols as indicated in the variable “Length Password”.

  • Player Digit Password (Integer array): Here are stored the indexes of symbols that the player enters. Length must be equal “Length Password”.

  • Random Symbols (Bool): Starting symbols are set randomly, otherwise they will be set according to the indices from “Player Digit Password” suchwise you can set the initial symbols manually.

  • Symbols List (Structure array from String array): An array of character arrays is used to verify the password if the “Symbol Password” is set to True.

  • Symbol Password (Bool): If set to True, then the password will be of letters or mixed (letters and numbers).

  • Length Password (Integer): Password length. This amount will be created “SM_Symbol” (StaticMesh).

Spring Arm

  • Spring Arm Length (Float): The distance from the lock to the camera when the password is entered.

  • Spring Arm Rotation (Rotator): Rotating the camera around the lock.

Meshes

  • Materials Symbol (Material array): Materials with characters for each “SM_Symbol”. Quantity must match the “Length Password”.

  • Start Symbol Location (Vector3D): Location from which will be created “SM_Symbol”.

  • Offset Symbol Location (Vector3D): Offset each new “SM_Symbol”.

  • SM_Symbol (Static Mesh): Created procedurally in Construction script.

  • Rotate Mesh Symbol (Rotator): Rotates “SM_Symbol”, for example, if the lock is vertical or another device.

  • Duration Switch Symbol (Float): The time for which the symbol will switch.

  • NumberOfSymbolsOnMesh (int): The number of characters on “SM_Symbol” and on the basis of this variable is calculated the angle of rotation.

Input

  • bVerticalInput (bool): If True control is convenient for vertical “SM_Symbol”, and if False for horizontal.

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