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1 download
Little component that can be used for Particle Emitter that should be deleted in time Temporary - will component keep entity pointer to delete it once time is out Reducing Effect - decrease particles Velocity and Turbulence with time Duration - time before entity pointer will be deleted Case uses: explosions, blood hits, bleeding effect etc. -
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Component to move an entity to WayPoints: Move Speed - how much velocity entity will have while moving doDeleteAfterMovement - auto remove entity when it's reach final waypoint. Can be used for door, that goes into walls or floor Input "DoMove" - make entity move to next point Output "EndMove" - happens when entity stops after reaching final way point or if this way poiont has enabled doStayOnPoint -
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Simple component which can be used to naviage bots or objects nextPoint - null if it's a final onem otherwise add another entity with this component to make a chain doStayOnPoint - can be checked by object that uses WayPoints to find out if it should stay after reaching this point and wait a command before moving to next one Put in Components\Logic folder -
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Lua Ultra Beginner's Guide #2 - making and using components
Dreikblack posted a blog entry in Ultra Tutorials
In this tutorial we will make a newcomponent, which will be moving an entity to way points and movement start will be activated by trigger zone Let's start with making WayPoint component: In the Ultra Editor click plus button in Project tab: Now open Visual Studio Code. Open WayPoint.json "properties" is a list of component's fields avaible for edit in the Editor "name" - actual name of property that will be used in code later "label" - just a name to display in the Editor "value" - initial value that property will have after map load by default. Can be changed in the Editor for specific entity. "options" - allows to choose int value in Combo Box in the Editor. First option - 0 value Default value here also defines type of this property. New component made via editor have all possible types. Replace WayPoint.json content with: { "component": { "properties": [ { "name": "nextPoint", "label": "Next point", "value": null }, { "name": "doStayOnPoint", "label": "Do stay on point", "value": false } ] } } nextPoint - another WayPoint, where platform will move to once reach this one doStayOnPoint - wait for command before moving to next WayPoint Take a note that the Editor sees only json which could be same for LUA and C++ projects which allows to work on same map even if people have different engine versions (Pro/Standard) or make a level before programming components. Replace WayPoint.lua content with: WayPoint = {} -- name should always match class name for correct component work WayPoint.name = "WayPoint" WayPoint.nextPoint = nil -- wait for command before moving to next WayPoint WayPoint.doStayOnPoint = false -- Start is called when Load() of all components was called already function WayPoint:Start() end -- will be called on map load function WayPoint:Load(properties, binstream, scene, flags, extra) -- internally entity saves in the Editor as String unique id -- can be empty if this way point is final if type(properties.nextPoint) == "string" then for _, entity in ipairs(scene.entities) do if properties.nextPoint == entity:GetUuid() then self.nextPoint = entity break end end -- self.nextPoint = scene:GetEntity(properties.nextPoint) if type(properties.doStayOnPoint) == "boolean" then self.doStayOnPoint = properties.doStayOnPoint end end return true end -- Can be used to save current component state on map save function WayPoint:Save(properties, binstream, scene, flags, extra) if self.nextPoint ~= nil then properties.nextPoint = self.nextPoint:GetUuid() properties.doStayOnPoint = self.doStayOnPoint; end return true end -- Can be used to get copy of this component function WayPoint:Copy() local t = {} local k local v for k, v in pairs(self) do t[k] = v end return t end -- needed for correct work, when loaded from a map RegisterComponent("WayPoint", WayPoint) return WayPoint Let's create our floating object component and call it WayMover WayMover.json: { "component": { "properties": [ { "name": "moveSpeed", "label": "Move Speed", "value": 4.0 }, { "name": "nextPoint", "label": "Next point", "value": null }, { "name": "doDeleteAfterMovement", "label": "Del after move", "value": false } ], "inputs": [ { "name": "DoMove" } ], "outputs": [ { "name": "EndMove" } ] } } moveSpeed - how fast entity will move to way point doDeleteAfterMovement - auto remove entity when it's reach final waypoint. Can be used for door, that goes into walls or floor inputs - it's commands for components, that usually triggered by another components via flowgrough outputs - commands that component sends to other components inputs via FireOutputs("EndMove"); in the component code WayMover.lua: WayMover = {} -- name should always match class name for correct component work WayMover.name = "WayMover" WayMover.moveSpeed = 4.0 WayMover.isMoving = false WayMover.nextPoint = nil WayMover.scene = nil function WayMover:Copy() local t = {} local k local v for k, v in pairs(self) do t[k] = v end return t end -- will be called on map load function WayMover:Load(properties, binstream, scene, flags, extra) if type(properties.moveSpeed) == "number" then self.moveSpeed = properties.moveSpeed end if type(properties.isMoving) == "boolean" then self.isMoving = properties.isMoving end if type(properties.doDeleteAfterMovement) == "boolean" then self.doDeleteAfterMovement = properties.doDeleteAfterMovement end if type(properties.nextPoint) == "string" then for _, entity in ipairs(scene.entities) do if properties.nextPoint == entity:GetUuid() then self.nextPoint = entity break end end -- self.nextPoint = scene:GetEntity(properties.nextPoint) -- need scene for removing entity on doDeleteAfterMovement condition self.scene = scene return true end end -- Can be used to save current component state on map save function WayMover:Save(properties, binstream, scene, flags, extra) if self.nextPoint ~= nil then properties.nextPoint = self.nextPoint:GetUuid() properties.doStayOnPoint = self.doStayOnPoint; end properties.moveSpeed = self.moveSpeed; properties.isMoving = self.isMoving; properties.doDeleteAfterMovement = self.doDeleteAfterMovement; return true end function WayMover:DoMove() self.isMoving = true end function WayMover:MoveEnd() local doStay = false if (self.nextPoint ~= nil) then doStay = self.nextPoint:GetComponent("WayPoint").doStayOnPoint self.nextPoint = self.nextPoint:GetComponent("WayPoint").nextPoint end if (doStay or self.nextPoint == nil) then self.isMoving = false; self:FireOutputs("EndMove") -- deleting entity if need to, after reaching final way point if (not doStay and self.nextPoint == nil and self.doDeleteAfterMovement and self.scene ~= nil) then --commented out this code for now until bind for RemoveEntity will added --self.scene:RemoveEntity(self.entity) end end end function WayMover:Update() if (not self.isMoving) then return; end local wayPoint = self.nextPoint if (self.entity == nil or wayPoint == nil) then return end --60 HZ game loop, change to own value if different to keep same final speed local speed = self.moveSpeed / 60.0 local targetPosition = wayPoint:GetPosition(true) --moving to point with same speed directly to point no matter which axis local pos = self.entity:GetPosition(true); local distanceX = Abs(targetPosition.x - pos.x); local distanceY = Abs(targetPosition.y - pos.y); local distanceZ = Abs(targetPosition.z - pos.z); local biggestDelta = distanceZ; if (distanceX > distanceY and distanceX > distanceZ) then biggestDelta = distanceX; elseif (distanceY > distanceX and distanceY > distanceZ) then biggestDelta = distanceY; end local moveX = MoveTowards(pos.x, targetPosition.x, speed * (distanceX / biggestDelta)); local moveY = MoveTowards(pos.y, targetPosition.y, speed * (distanceY / biggestDelta)); local moveZ = MoveTowards(pos.z, targetPosition.z, speed * (distanceZ / biggestDelta)); self.entity:SetPosition(moveX, moveY, moveZ) if (self.entity:GetPosition(true) == targetPosition) then self:MoveEnd() end end -- needed for correct work, when loaded from a map RegisterComponent("WayMover", WayMover) return WayMover Now we can use just made component in practice. One of things that can be made is door or secret wall activated by player actions and this door will move a little bit inward and then to the side inside of wall. After that invisible now door will be removed. Create a walls with a empty place between them. Create couple of Empty/pivots and attach WayPoints to them. First WayPoint place a same place where door will be, but offset a bit deep into. In Scene tab grab and drag 2nd WayPoint to Nex Point field of 1st WayPoint. Place 2nd WayPoint insde of the wall. Create a door between walls. Attach WayMover component to it. Grab and drag 1st WayPoint to door's WayMover Next Point field. Enable "Del after Move" in WayMover component Create a box before door, make its collision type a trigger: Add Collision Trigger component to it. Open Flowgraph (2nd button at left side of the Editor). Drag and Drop trigger and door to it from Scene tab. In different order, but same result in video format: Result should looks something like that in game: In fast debug mode it might crash at this moment for unkown reason. Use Full Debug or Run mode. Project files: LuaExample2.zip Repository: https://github.com/Dreikblack/LuaTutorialProject/tree/2-making-and-using-components -
C++ Ultra Beginner's Guide #2 - making and using components
Dreikblack posted a blog entry in Ultra Tutorials
In this tutorial we will make a newcomponent, which will be moving an entity to way points and movement start will be activated by trigger zone Let's start with making WayPoint component: In the Ultra Editor click plus button in Project tab: Now open Visual Studio. Refresh Soution Editor if it was already open to see new component files in Source/Component/Logic folder. Include into project WayPoint.h and WayPoint.cpp. Add WayPoint include to Source/ComponentSystem.h #include "Components/Logic/WayPoint.h" In RegisterComponents() add: RegisterComponent<WayPoint>(); You might do RegisterComponent first and add include with VS help Open WayPoint.json "properties" is a list of component's fields avaible for edit in the Editor "name" - actual name of property that will be used in code later "label" - just a name to display in the Editor "value" - initial value that property will have after map load by default. Can be changed in the Editor for specific entity. "options" - allows to choose int value in Combo Box in the Editor. First option - 0 value Default value here also defines type of this property. New component made via editor have all possible types. Replace WayPoint.json content with: { "component": { "properties": [ { "name": "nextPoint", "label": "Next point", "value": null }, { "name": "doStayOnPoint", "label": "Do stay on point", "value": false } ] } } nextPoint - another WayPoint, where platform will move to once reach this one doStayOnPoint - wait for command before moving to next WayPoint Take a note that the Editor sees only json which could be same for LUA and C++ projects which allows to work on same map even if people have different engine versions (Pro/Standard) or make a level before programming components. Replace WayPoint.h content with: #pragma once #include "UltraEngine.h" using namespace UltraEngine; class WayPoint : public Component { protected: //another WayPoint's entity, where platform will move to once reaching this one //it should be weak pointer for avoiding circular dependency when entities can't be removed from scene because they keep shared pointers to each other std::weak_ptr<Entity> nextPoint; public: //wait for command before moving to next WayPoint bool doStayOnPoint; WayPoint(); //override specifier ensures that the method is virtual and is overriding a virtual function from a base class //it means that this class method will be called even if class instance was casted to base class //it allows to change class behaviour from base one //Start is called when Load() of all components was called already void Start() override; //will be called on map load bool Load(table& t, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const LoadFlags flags, shared_ptr<Object> extra) override; //Can be used to save current component state on map save bool Save(table& t, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const SaveFlags flags, shared_ptr<Object> extra) override; //get next WayPoint's entity shared_ptr<Entity> getNextPoint() const; //can be used to specify what should and what should not be copied to new class instance shared_ptr<Component> Copy() override; }; Replace WayPoint.cpp content with: #pragma once #include "UltraEngine.h" #include "WayPoint.h" using namespace UltraEngine; WayPoint::WayPoint() { //name should always match class name for correct component work name = "WayPoint"; doStayOnPoint = false; } void WayPoint::Start() { //empty for this case } bool WayPoint::Load(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const LoadFlags flags, shared_ptr<Object> extra) { //internally entity saves in the Editor as String unique id //can be empty if this way point is final if (properties["nextPoint"].is_string()) { std::string id = properties["nextPoint"]; nextPoint = scene->GetEntity(id); if (properties["doStayOnPoint"].is_boolean()) { doStayOnPoint = properties["doStayOnPoint"]; } } return true; } bool WayPoint::Save(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const SaveFlags flags, shared_ptr<Object> extra) { if (nextPoint.lock()) { properties["nextPoint"] = nextPoint.lock()->GetUuid(); properties["doStayOnPoint"] = doStayOnPoint; } return true; } shared_ptr<Entity> WayPoint::getNextPoint() const { return nextPoint.lock(); } shared_ptr<Component> WayPoint::Copy() { return std::make_shared<WayPoint>(*this); } Let's create our floating object component and call it WayMover WayMover.json: { "component": { "properties": [ { "name": "moveSpeed", "label": "Move Speed", "value": 4.0 }, { "name": "nextPoint", "label": "Next point", "value": null }, { "name": "doDeleteAfterMovement", "label": "Del after move", "value": false } ], "inputs": [ { "name": "DoMove" } ], "outputs": [ { "name": "EndMove" } ] } } moveSpeed - how fast entity will move to way point doDeleteAfterMovement - auto remove entity when it's reach final waypoint. Can be used for door, that goes into walls or floor inputs - it's commands for components, that usually triggered by another components via flowgrough outputs - commands that component sends to other components inputs via FireOutputs("EndMove"); in the component code WayMover.h: #pragma once #include "UltraEngine.h" using namespace UltraEngine; class WayMover : public Component { protected: float moveSpeed; bool isMoving; std::weak_ptr<Entity> nextPoint; bool doDeleteAfterMovement; //need scene pointer to remove entity if doDeleteAfterMovement true //should be weak_ptr to avoid circular dependency std::weak_ptr<Map> sceneWeak; public: WayMover(); std::shared_ptr<Component> Copy() override; bool Load(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const LoadFlags flags, shared_ptr<Object> extra) override; bool Save(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const SaveFlags flags, shared_ptr<Object> extra) override; //CallMethod procceds input signals std::any CallMethod(shared_ptr<Component> caller, const WString& name, const std::vector<std::any>& args) override; void Update() override; //called when reaching next WayPoint void moveEnd(); }; WayMover.cpp: #pragma once #include "UltraEngine.h" #include "WayMover.h" #include "../Logic/WayPoint.h" using namespace UltraEngine; WayMover::WayMover() { name = "WayMover"; moveSpeed = 4.0f; isMoving = false; doDeleteAfterMovement = false; } shared_ptr<Component> WayMover::Copy() { return std::make_shared<WayMover>(*this); } bool WayMover::Load(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const LoadFlags flags, shared_ptr<Object> extra) { if (properties["moveSpeed"].is_number()) { moveSpeed = properties["moveSpeed"]; } if (properties["isMoving"].is_boolean()) { isMoving = properties["isMoving"]; } if (properties["doDeleteAfterMovement"].is_boolean()) { doDeleteAfterMovement = properties["doDeleteAfterMovement"]; } if (properties["nextPoint"].is_string()) { std::string id = properties["nextPoint"]; nextPoint = scene->GetEntity(id); } sceneWeak = scene; return Component::Load(properties, binstream, scene, flags, extra); } bool WayMover::Save(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const SaveFlags flags, shared_ptr<Object> extra) { properties["moveSpeed"] = moveSpeed; properties["isMoving"] = isMoving; properties["doDeleteAfterMovement"] = doDeleteAfterMovement; if (nextPoint.lock()) { properties["nextPoint"] = nextPoint.lock()->GetUuid(); } return Component::Save(properties, binstream, scene, flags, extra); } std::any WayMover::CallMethod(shared_ptr<Component> caller, const WString& name, const std::vector<std::any>& args) { //start moving by triggering by another component if (name == "DoMove") { isMoving = true; } return false; } void WayMover::Update() { if (!isMoving) { return; } auto entity = GetEntity(); auto wayPoint = nextPoint.lock(); if (!entity || !wayPoint) { return; } //60 HZ game loop, change to own value if different to keep same final speed float speed = moveSpeed / 60.0f; auto targetPosition = wayPoint->GetPosition(true); //moving to point with same speed directly to point no matter which axis auto pos = entity->GetPosition(true); float distanceX = abs(targetPosition.x - pos.x); float distanceY = abs(targetPosition.y - pos.y); float distanceZ = abs(targetPosition.z - pos.z); float biggestDelta = distanceZ; if (distanceX > distanceY && distanceX > distanceZ) { biggestDelta = distanceX; } else if (distanceY > distanceX && distanceY > distanceZ) { biggestDelta = distanceY; } float moveX = MoveTowards(pos.x, targetPosition.x, speed * (distanceX / biggestDelta)); float moveY = MoveTowards(pos.y, targetPosition.y, speed * (distanceY / biggestDelta)); float moveZ = MoveTowards(pos.z, targetPosition.z, speed * (distanceZ / biggestDelta)); entity->SetPosition(moveX, moveY, moveZ); if (entity->GetPosition(true) == targetPosition) { moveEnd(); } } void WayMover::moveEnd() { auto wayPoint = nextPoint.lock(); bool doStay = false; if (wayPoint) { doStay = wayPoint->GetComponent<WayPoint>()->doStayOnPoint; wayPoint = wayPoint->GetComponent<WayPoint>()->getNextPoint(); nextPoint = wayPoint; } if (doStay || !wayPoint) { isMoving = false; FireOutputs("EndMove"); //deleting entity if need to, after reaching final way point if (!doStay && !wayPoint && doDeleteAfterMovement && !sceneWeak.expired()) { auto scene = sceneWeak.lock(); scene->RemoveEntity(GetEntity()); } } } Now we can use just made component in practice. One of things that can be made is door or secret wall activated by player actions and this door will move a little bit inward and then to the side inside of wall. After that invisible now door will be removed. Create a walls with a empty place between them. Create couple of Empty/pivots and attach WayPoints to them. First WayPoint place a same place where door will be, but offset a bit deep into. In Scene tab grab and drag 2nd WayPoint to Nex Point field of 1st WayPoint. Place 2nd WayPoint insde of the wall. Create a door between walls. Attach WayMover component to it. Grab and drag 1st WayPoint to door's WayMover Next Point field. Enable "Del after Move" in WayMover component Create a box before door, make its collision type a trigger: Add Collision Trigger component to it. Open Flowgraph (2nd button at left side of the Editor). Drag and Drop trigger and door to it from Scene tab. In different order, but same result in video format: Result should looks something like that in game: New components and map: NewComponentsTutorFiles.zip On GitHub: https://github.com/Dreikblack/CppTutorialProject/tree/2-making-and-using-components -
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Component to move an entity to WayPoints: Move Speed - how much velocity entity will have while moving doDeleteAfterMovement - auto remove entity when it's reach final waypoint. Can be used for door, that goes into walls or floor Input "DoMove" - make entity move to next point Output "EndMove" - happens when entity stops after reaching final way point or if this way poiont has enabled doStayOnPoint -
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Simple component which can be used to naviage bots or objects nextPoint - null if it's a final onem otherwise add another entity with this component to make a chain doStayOnPoint - can be checked by object that uses WayPoints to find out if it should stay after reaching this point and wait a command before moving to next one -
This component generates a Mouse Movement Controller featuring a free-look mode. Typically, such character controllers find application in ARPG (Action Role-Playing Game) or RTS (Real-Time Strategy) games. In this setup, you observe the character from a top-down perspective and direct their movement to a specified position by clicking the left mouse button. The Component itself need the terrain name and the name for the walk animation. Also your character needs an idle animation. You can switch into the "free look mode" by pressing the tab key. Within the "free look mode" you are able to move the camera with "W" "A" "S" "D" free around. If you press tab again you switch the mode back to the character. 1. C++ Header #pragma once #include "UltraEngine.h" #include "GatherWaterTask.h" using namespace UltraEngine; class MouseMovementController : public Component { private: shared_ptr<Map> scene; shared_ptr<NavMesh> nav_mesh; bool freeLook = false; public: string terrainName; string animationName; Vec3 destination; shared_ptr<NavAgent> agent; shared_ptr<Terrain> terrain; shared_ptr<Camera> camera; MouseMovementController(); void Start(); void Update(); bool Load(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const LoadFlags flags); bool Save(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const SaveFlags flags); shared_ptr<Component> Copy(); }; 2. C++ Source File #include "UltraEngine.h" #include "MouseMovementController.h" MouseMovementController::MouseMovementController() { this->name = "MouseMovementController"; } /// <summary> /// Setup the Controller /// </summary> void MouseMovementController::Start() { auto entity = GetEntity(); ///Create the camera and attach them to the player character this->camera = CreateCamera(entity->GetWorld()); Vec3 currentcameraposition = TransformPoint(0, 15, 5, entity, nullptr); //this->camera->SetParent(entity); this->camera->SetPosition(currentcameraposition, true); this->camera->SetRotation(Vec3(45, 0, 0)); this->camera->SetFov(40); this->camera->Point(entity); ///Creates a navmesh ToDo: Has to changed when the NavMesh bug is fixed this->nav_mesh = CreateNavMesh(entity->GetWorld(), 5, 8, 8); this->nav_mesh->SetPosition(0, 0, 0); this->nav_mesh->Build(); ///Create a new NavAgent for the player character this->agent = CreateNavAgent(this->nav_mesh); entity->Attach(agent); } //Update method, called once per loop void MouseMovementController::Update() { auto entity = GetEntity(); auto window = ActiveWindow(); auto world = entity->GetWorld(); if (window) { ///Set the destination if the player hits the left mouse button if (window->MouseHit(MOUSE_LEFT)) { auto mousePosition = window->GetMousePosition(); auto pick = this->camera->Pick(window->GetFramebuffer(), mousePosition.x, mousePosition.y, 0, true); if (pick.success) { auto pos = pick.position; if (pick.entity->name == this->terrainName) { this->destination = pos; } } } ///Move to the destination if the destination is not null if (this->destination != NULL) { if (entity->position.DistanceToPoint(this->destination) > 1.0f) { this->agent->Navigate(this->destination); auto model = entity->As<Model>(); model->Animate(this->animationName); } else { this->agent->Stop(); auto model = entity->As<Model>(); model->Animate("idle"); this->destination == NULL; } } ///Toggle the freelook mode if (window->KeyHit(KEY_TAB)) { if (this->freeLook) { this->freeLook = false; } else { this->freeLook = true; Vec3 currentcameraposition = TransformPoint(0, 15, 0, GetEntity(), nullptr); this->camera->SetPosition(currentcameraposition, true); this->camera->SetRotation(Vec3(90, 0, 0)); } } ///Position the camera according to the selected mode if (!this->freeLook) { Vec3 currentcameraposition = TransformPoint(0, 15, 5, GetEntity(), nullptr); this->camera->SetPosition(currentcameraposition, true); this->camera->Point(entity); } else { Vec3 camPos = this->camera->GetPosition(); if (window->KeyDown(KEY_W)) { camPos.z += 0.5f; } else if (window->KeyDown(KEY_S)) { camPos.z -= 0.5f; } else if (window->KeyDown(KEY_A)) { camPos.x -= 0.5f; } else if (window->KeyDown(KEY_D)) { camPos.x += 0.5f; } this->camera->SetPosition(camPos); } } } bool MouseMovementController::Load(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const LoadFlags flags) { this->scene = scene; this->terrainName = (String)properties["terrainName"]; this->animationName = (String)properties["animationName"]; for (auto e : scene->entities) { if (e->name == terrainName) { this->terrain = std::static_pointer_cast<Terrain>(e); } } return true; } bool MouseMovementController::Save(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const SaveFlags flags) { properties["terrainName"] = (String)terrain->name; properties["animationName"] = (String)this->animationName; return true; } shared_ptr<Component> MouseMovementController::Copy() { return std::make_shared<MouseMovementController>(*this); } 3. JSON File { "component": { "properties": [ { "name": "terrainName", "label": "Terrain Name", "value": "" }, { "name": "animationName", "label": "Animation Name", "value": "" } ] } }
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1. Create entity with component that have entity field 2. Set an entity to this field 3. Copy entity with this component 4, In copied entity same field is looks empty, but in fact value is still there (checked in .ultra file), but can't be cleared with X button. After map reload value appeared.
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I'm not sure if it would be same for new objects with same component but in this case i made a prefab and copied it couple times In Load() i assign a pointer if it was not yet, but it is with first pointer in next component instances. I think something was changed in Ultra not too long time ago because i noticed this issue only recently in my game Expected: 3 assigns in 3 objects and 3 different values in result check in main. But have atm 1 assign due issue above and as result getting same value from same pointer: Example with prefab, map, main and component CompLoad&PointerIssue.zip
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atm only way to pass args to component Input seems to be using Connect() which could be used only in code for specific components. Output should pass to Input args for flow-graph flexibility. For example i would be able to pass a unit component from trigger to teleport exit
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Version 1.0.0
13 downloads
This small component makes it possible to play and stop animations for models. Various settings are available: AutoPlay: Actually self-explanatory. If this option is activated, the animation is played directly at startup. Loop: If activated, the animation is played in a loop. Name: The name of the animation. Speed: The speed of the animation. Bleed (255): Animation bleeding. In addition, there are two inputs for the Nodegraph: "PlayAnimation" and "StopAnimation". These functions can also be called via C++. -
1. At start.ultra map copy a player. 2. Change a value in copied entity's ThirPersonControls. 3. First entity have same value now
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Made a prefab from player from default map, dragged to a map - no ThirdPersonControls component in it.