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Scripted objects help

Matt Filer edited this page Nov 14, 2020 · 1 revision

Scripted objects have been implemented in order to provide a way to have dynamic props.

To create a scripted object, add a prop using the DWB Toolkit, and check "Is Scripted Object". In the field that enables you can then enter the class name of the script to use on this object. For example, if I was creating a door and I wanted it to animate every time a player came near, I'd create a script in-game called "Door" which performed the functionality, and then enter the script name "Door" when creating the door prop in the toolkit.

The script is then automatically assigned to the prop at runtime when the level is populated!

Keep on top of your scripts - if you edit a script name or delete a script, you should update this in the DWB Toolkit.

A singleton manager script named BespokePropManager is present in the gameplay scene which can be used to assign serialized objects to for referencing in prop scripts.

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