x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

PlayerState "CopyProperties Override" How Does It Work?

I am having a hard time figuring out how to use CopyProperties Override. After doing a bit of research I've determined the best place to store "attributes" for the character is in PlayerState, that way it persists across all levels. Which is only possible if you use the CopyProperties Override.

Now the only documentation I have found cover C++, which is useless to me because I am using Blueprints. How would I setup the CopyProperties Override in blueprints to carry my variables from map to map?

Any input is appreciated!

Matt

Product Version: UE 4.14
Tags:
more ▼

asked Jan 02 '17 at 04:23 AM in Blueprint Scripting

avatar image

mdmoberly
205 13 25 27

avatar image Pariah013 Jan 02 '17 at 09:11 AM

Apparently, it was recently exposed in Blueprints in 4.14. Hopefully this helps :) https://answers.unrealengine.com/questions/460297/playerstate-copyproperties-not-exposed-to-blueprin.html

avatar image mdmoberly Jan 02 '17 at 06:20 PM

I've actually read that post. I already knew about the CopyProperties Override, that is why I posted this question. how do I execute the override? I already have the Node available found under Function Overrides, but I want to know what logic should be executed after it. It returns a "New PlayerState".

Thank you for your reply!

avatar image Pariah013 Jan 02 '17 at 08:50 PM

Ah, Gotcha. The best way to make it persistent would probably be to store it in your game mode since it's uniform across all levels, in most cases. Create a reference to the player state in your game mode, plug the new player state into a set node for this variable after casting directly to it and using get game mode as it's object of reference and it should set the variable within game mode accordingly. Give it a shot and see if that works out for your purposes.

avatar image mdmoberly Jan 03 '17 at 05:52 PM

Yes that would work, but then I wouldn't be utilizing the CopyProperties Override.. I would just be setting the variable from another BP..

avatar image Ategig Apr 20 '17 at 11:15 AM

Did you find out how to use this? I am currently trying to implement it too.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question