Placeable Component
Last updated
Last updated
With this component, actors can be placed on actors that have base component.
Settings
Description
Mesh Comp Tag
IGNORE for this component
Base Classes
Which actor should this actor interact with
Object Index
Actors can only be placed if index is same with base’s index
Custom Grab Path
‘true’ if actor should follow custom path on placement, ‘false’ otherwise. OnCustomTravelForBase can be used to start custom travel. Complete Travel has to be called after travel is finished.
Travel Time
The time it takes the actor to lerp to the hand
Supress Warnings
‘true’ if actor should not send warnings or errors to output log,
‘false’ if otherwise
Meshes has to have MF_Efect in Emmisive Color of all of its material for Place Effect to work as intended.
Since this is optional, it won’t give any warning if it’s not implemented.
Use this function to detach an actor from its base. This should be triggered from the placeable actor.
Basic dispatchers to keep updated.
On Place Travel Complete is fired when the actor completes its lerp to a base. This will be fired after Custom Travel too.
On Custom Travel for Base is fired when the actor starts its lerp to a base if the Custom Travel Path is true. It returns the current transform of the actor (in relative space of the base actor), the reference of scene component it should travel to and its transform (in relative space of base actor)
Here is an example for Custom Travel Path. This example is from BP_Circle_CustomPath.
In this part, we store where the actor should travel with a +5 offset on Z axis. Then we are using the timeline to lerp the actor from its current transform to the stored offset transform.
Lastly, we are calling Complete Travel function to let the Grab System know we are finished with our custom travel.
Complete Travel has to be called if Custom Travel Path is true.
In this part, we are using the timeline to lerp the actor from stored offset transform to where it should end up. But with a twist . Pun intended.