Using The Configurator

The Configurator is an included EditorUtilityWidget designed to make the equipment configuration easier. it automatically detects which actors to use when looking for ProceduralMotionComponents and display's their selected ProceduralPresets, allowing changes to be made and seen in runtime.

More about ProceduralMotionComponent and ProceduralPresets can be found in Procedural Preset andProcedural Motion Component.

1 - The Character

In order for the Configurator to recognize which actors to parse when looking for procedural components, you must implement a function from the interface called IProceduralFirstPersonCharacterInterface inside your character.

  • Inside your character's blueprint, Select Class Settings.

  • On the details panel, look for Implemented Interfaces and click Add

  • Select ProceduralFirstPersonCharacterInterface as the interface's class.

  • Inside the My Blueprint tab, expand the ProceduralFirstPersonCharacterInterface category and double click GetProceduralSourceActors .

  • Return the currently equipment (if any) on the OutSelectedActor , this will be the actor the first tab shows. additional actors to configurate can be passed inside the ReturnValue array, although not necessary.

2 - The Configurator

  • Opening the configurator is very easy, inside your viewport, look for the Wrench icon on the editor toolbar.

The Configurator tab is going to pop up, feel free to dock it anywhere you want. Once you click play and select any equipment, it's properties should all show up inside the configurator. Once a property is changed, it is saved automatically.

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