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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