Grab Point Constructor

Overview

Component based systems are flexible and easy to use but they have their own weaknesses. Their biggest weaknesses are, they dont have Construction Script and they can not add component to their parent. So we are adding this BP to the actor to workaround these weakness.

To be able to grab an actor, BP_GrabPointConstructor has to be added to the actor. This Constructor adds neccessery components to the actor on Begin Play and enables you to preview grab points.

Grab Point

Settings

Description

Local Grab Pri.

Grab point priority

Grab Type

Grab type

Only Grab as Sec.

This will only be used with ReverseGrabPoint. If this is true, this point will only be grabbed if parent object is being held with other hand.

Grab Point

The location of the grab point

Relative Trans. L.

Relative Trans. R.

Grab Anims

Grab Anim

Deprecated! Only here to make migration easier.

Debug

Hand preview for this point

There are 2 ways to setup Grab Points data of an actor. Both has its advantages and disadvantages due to engine limitations.

  1. With BP_GrabPointsConstructor: ChildActorComponent variables can only be edited from its parents BP editor. This is the only way to preview hand grabs. Don’t forget to click compile to update preview.

  2. With BPAC_GS_Core: Actor component variables can be edited from everywhere. This means that this is the only way to set Grab Points directly from the level. Be aware, Grab Points variable in this component will override the one in the constructor. Since actor components can’t add component to their parent, hand preview will not work in this way.

Pro tip: If GrabPoints in the Core component has a value, the Core will automatically spawn the BP_GrabPointConstructor if there isn't one already.

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