Replacing the scoreboard

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Revision as of 15:44, 23 February 2023 by MessiahPenguin (talk | contribs) (Created page with "Guide by HTHazard File:TutorialMenugif.gif == Make a blueprint actor called widgetInteractor == Set it’s input to Player 0 File:CustomMenu1.png Add a WidgetInteraction component, set pointer index to 10 in the class defaults, and visibility to 750 File:CustomMenu2.png If you want, add a little cylinder attached to the widget so you can see where it’s pointing ingame: File:CustomMenu3.png Create two inputAction events, ScoreBoardLeft and...")
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Guide by HTHazard


File:TutorialMenugif.gif

Make a blueprint actor called widgetInteractor

Set it’s input to Player 0


CustomMenu1.png


Add a WidgetInteraction component, set pointer index to 10 in the class defaults, and visibility to 750


CustomMenu2.png


If you want, add a little cylinder attached to the widget so you can see where it’s pointing ingame:

CustomMenu3.png

Create two inputAction events, ScoreBoardLeft and TriggerRight Click each of them, set their properties as follows:

CustomMenu4.png

Create a boolean named Open, Copy this structure for the events:

CustomMenu5.png

Make sure to configure the Pointer Keys to left mouse button

VR menu

Create new Widget Blueprint, named Menu_Widget

CustomMenu6.png

Add a button inside of the widget. Check “Is Variable” in the top right of it’s options.

CustomMenu7.png


Go to it’s graph, select your button in the Variables menu, and press onClicked and onHovered

CustomMenu8.png


Here’s some example logic you can do now. When it’s hovered by the pointer, turn the button green. When it’s clicked by the pointer, turn the button red.

CustomMenu9.png

Actor hosting Widget

Now that we have a 2D menu designed, we need to place it onto a 3D surface. Create a new blueprint actor called VrWorldMenu, and add a Widget component to it. Set the widget class to your 2D widget we just created

CustomMenu10.png

Set the actor’s input to the following:

CustomMenu11.png

Add the scoreBoardLeft event like we did earlier, and give it this logic:

CustomMenu12.png

Spawning our actors and attaching them to the player

Ensure you have a playerProxy copied to your UGC folder, and that it is set as the default in your gamemode logic, which you’ve also copied to your UGC folder.

Open your playerProxy and Setup the following events, callDoGiveInteractor is not replicated, and doGiveInteractor is run on client.

CustomMenu13.png

Now, when callDoGiveInteractor is called on a playerProxy, it will spawn your 3D Menu as well as your widget Interactor, and attach them to your hands on clientside only

Add this to your OnPlayerDeath event in order to remove our spawned 3D menu and interactor after the player dies

CustomMenu14.png

Lastly, we just need to use callDoGiveInteractor from our game logic when a player spawns.

Open up your game logic,

Copy this structure to your OnPlayerSpawned event:

CustomMenu15.png

Now, when a player is spawned, your game logic runs an event on the server CallDoGiveInteractor, which then calls out to whichever person just spawned and tells their client to spawn the menus. Done!


NOTE: The purpose of this guide is to show you the general structure of how your gamelogic can communicate with your playerProxy, and how the playerProxy can communicate with your handProxy. Reach out to the general public in #workshop-help to change functionality or if you need help with more advanced things.