Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
61 changes: 61 additions & 0 deletions website/docs/guides/blueprints/components.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,61 @@
---
sidebar_position: 2
---

# Blueprint Components

There's a little more to editing a blueprint's components so I'll walk you through it. Please check the [Intro to Blueprint Editing](./intro) if you're new to modifying blueprints with PalSchema.

## Finding the Component

In this example we'll be editing Direhowl.

Let's look at `Pal/Content/Pal/Blueprint/Character/Monster/PalActorBP/Garm/BP_Garm.uasset` in [FModel](https://pwmodding.wiki/docs/developers/useful-tools/fmodel). Open the asset, hit Ctrl+F and look for `PalCharacterMovementComponent`.

![](assets/fmodel_garm.png)

You'll see the names `PalCharacterMovementComponent` and `CharMoveComp`. You don't want to use either of these, instead I will show you where to find the correct component name that you need to be using.

Take a note of the asset's name that we're editing which is `BP_Garm`. As you may remember from the blueprint intro, we added a `_C` at the end to indicate the class so it becomes `BP_Garm_C`.

Now, we'll want to add `Default__` in front of `BP_Garm_C` so it becomes `Default__BP_Garm_C`. Do you see a theme here? If not, here's an example with `BP_PinkCat` (Cattiva):

`BP_PinkCat` -> `BP_PinkCat_C` -> `Default__BP_PinkCat_C`. Very simple.

Next, hit Ctrl+F and search for `"Name": "Default__BP_Garm_C"`.

![](assets/fmodel_default_search.png)

You should now see a list of default properties for the default object of `BP_Garm` and among those properties are our Direhowl's components.

![](assets/fmodel_garm_default.png)

Scroll down a bit and you should see our `PalCharacterMovementComponent` in this properties list.

![](assets/fmodel_correct_component.png)

`CharacterMovement` is the correct name that we need to be using to edit the component.

## Editing our Component

Now that we have found our component, let's get to editing.

Setup your mod folder within PalSchema's mods folder. It should look something like `GarmMod/blueprints/garm.json`.

![](assets/garm_json.png)

Open `garm.json` and copy the following into it. We'll be editing `JumpZVelocity` to 3200.0 which is what controls how high a pal can jump.

```json
{
"BP_Garm_C": {
"CharacterMovement": {
"JumpZVelocity": 3200.0
}
}
}
```

Now if we load into a world and jump while riding a Direhowl, we should jump much higher!

![](assets/direhowl_jumpvelocity.gif)
Loading