Indicators

DT_Indicator is found in RPG_Indicator > Data. In here we can customize the textures and material as well as define a type.

Indicator Type = The type of the indicator. Material = The material that will be used for the indicator. Main Texture = The general look of the indicator, this is displayed during both Show and Cast events Fill Texture = The texture that will be used when filling (casting) the indicator, this is displayed on top of the Main Texture during the Cast.

Setup Recommendations: When you are naming your Data Table rows it is advisable to start with the type followed by whatever name you which to give it. For example Radius_Example. Then in the Indicator Type set it to Radius and apply the MI_Radius_Indicator material Then you can proceed to define the textures. How To Use: Using your Indicator is fairly simple. Inside the events in your actor you will see a parameter called "Indicator Row" in here you copy-paste your row name from DT_Indicator to let the function know which one you want to use. You can set this up however you want, the demo actors have it setup as an instance editable variable. Show|Cast Cone > Use a row of type Cone. Show|Cast Line > Use a row of type Line. Show|Cast Radius > Use a row of type Radius. This is why I recommended to start your row name with the indicator type such as Radius_Example. Textures: RPG Indicator comes with around 90 textures you can use to create indicators or you can use them as a base to create your own in software such as Photoshop, Gimp or Krita Note: when making your own textures, make sure there are no pixels touching the border of the canvas. For example, if you wanted to make a line texture and the bottom part of the line is touching the canvas border then in engine the bottom part of the decal will stretch backward equal to the indicator length due to this. So make sure to leave space along the canvas borders. Materials: This determines the behavior of the visuals, for example if you want to have the indicator fill from the sides or move inward instead of outward then you can make your own material and define it inside the DT_Indicator material slot RPG Indicator comes with a set of default materials. I would recommend using the default master materials as a guideline. For example, the indicator is setting scalar parameter values from the material so it is recommended to use/copy-paste the default parameters from the default materials. These being, Color MainTexture FillTexture MainOpacity FillOpacity FillAmount FinalOpacity Angle (exclusive to Cone) If you wish to rename them or to add your own then make sure to go into BP_Indicator (found in RPG_Indicator > Blueprints) and set them up accordingly inside the Setup functions for Cone Radius and Line. The Range and Target are in the Event Graph Indicator Types: You can add more types by Going to E_IndicatorType (found in RPG_Indicator > Data > Enumerator) and clicking the Add Enumerator button. If you then want to add your own you will have to go into BP_Indicator and copy one of the Show events and one of the Cast events and create a Setup function for your type. After this is done go into the AC_RPG_Indicator component Event Graph and set it up according to the default Show and Cast events. Then in your actor you can get the component and call your type's event.

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