Grab Point Constructor
Last updated
Last updated
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.
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.
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.
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.