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Gideros scene manager
Gideros scene manager












This is the equivalent to clicking the + Variant Set button in the Variant Manager UI. The following table describes some of the nodes you might use most frequently:Ĭreates a new, empty Level Variant Sets /Game/Īdds the specified Variant Set to the Level Variant Sets Asset. You can only use the scripting API to capture and set property values on bound Actors. You can't currently use the Editor scripting API to set up a bound Actor with a Function Caller as described in Calling Functions on Variant Activation. You can use either Blueprints or Python to script the setup of your Variant Manager. It may also be less error-prone, and more repeatable. This saves you the time and effort of rebuilding the same variants by hand in the Variant Manager UI. If you can export the data about those scene variants into a format that the Unreal Editor scripting systems can read, you may be able to use the methods described on this page to set up the same scene variants in Unreal Engine. This may be particularly useful if you need to set up scene variants in your Unreal Engine Project automatically to reflect variants or settings that you've already authored in another application. You can use this Editor-only API to create new Level Variant Sets Assets and Actors, and to set them up with your scene variants programmatically. However, the Variant Manager also exposes a separate API that is only available to scripts that run in the Editor. If you've read through the Variant Manager Overview, you've seen that the Variant Manager offers a Blueprint API that you can use at runtime to access information about the variant sets and variants that it contains, and to switch variants on dynamically.














Gideros scene manager