To capture the controller and mouse rotate values, I had to use variables in the dummy character to capture the values, which then triggered event dispatchers.
These event dispatchers are then linked to custom events inside the character select object, which use the variables to update the rotation of the character depending on the controller used.
For clothing/armour I added a Bracer which can be toggled on or off.
For Weapons, the user can change the appearance of their Main Sword, Shield and Great Sword. This will also replicate onto the character in the game.
This is achieved using Arrays of objects in the Game Instance, then using a construction script to create the character.
The menu code communicates to the character select blueprint to iterate up or down through the object array, then update the look on the character. The code for the Shield is shown below, but they all act in much the same way.
Once these options are set, when the game loads, the character blueprint runs a construction script to add the chosen weapons to the character and toggle on/off the bracer.
Which results in the correct items being displayed in-game on the character model.
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