> For the complete documentation index, see [llms.txt](https://hichigo.gitbook.io/padlock/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://hichigo.gitbook.io/padlock/settings/padlock-settings.md).

# 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.
