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Using blueprints within a recurrsive combo system?
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Belven started a topic Using blueprints within a recurrsive combo system?Using blueprints within a recurrsive combo system?
I have a combo system I'm using for the players and eventually the bots. All it is, is a collection of 'Combo' that contains the button to press and the animation to run.
A combo has a collection of combo i.e. a list of potential buttons for the player to press next. An example could be like this:
E links to F and G
G links to E again
and F links to Q
As you can see this diagram could easily become a blueprint. I would like to know how I would go about making this basic c++ class (currently doesn't have a header file) into a blueprint that the game developer can drag onto the blueprint of the player and add to and change at any point.
Here's the class (need to work out strings ect):
Code:#pragma once class Combo { public: Combo() { ComboID = 1; //ComboButton = ""; ComboDamageScaling = 1; ComboDelay = 1; //ComboAnim = "swim_rt_rif"; } int ComboID; float ComboDamageScaling; float ComboDelay; TArray<Combo*> ComboList; //string ComboButton; //Name ComboAnim; //SoundCue SwordClank; void Add(Combo ComboToAdd) { if (ComboList.Length > 0) { ComboList[ComboList.Length] = ComboToAdd; } else { ComboList[0] = ComboToAdd; } } };
Combo * StartingCombo;
Any help making this work in blueprints would be great. If it comes to it I can always make it in codeLast edited by Belven; 04-14-2014, 05:12 PM.
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