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Calendar/Time Keeping

I have updated the garden save manager but due to how the ini files work you need to play in stan...

Updated 1 month ago by RTP Admin

Time of Day Dispatcher

Calendar/Time Keeping Backwards Compatibility (Event Manager BP)

The previous time manager kept track of a enum for the time of day, this converts the Day Progr...

Updated 1 month ago by RTP Admin

Hourly Time Dispatcher

Calendar/Time Keeping Backwards Compatibility (Event Manager BP)

The EventManagerBP has this on its tick, Its not ideal but it works for now and can be replaced...

Updated 1 month ago by RTP Admin

Project Settings

Calendar/Time Keeping Calendar Subsystem

The subsystem is highly customizable, you can set how many days per month there is along with h...

Updated 1 month ago by RTP Admin

Subsystem functions

Calendar/Time Keeping Calendar Subsystem

The Calendar subsystem has a few functions that can be accessed from anywhere, The most importa...

Updated 1 month ago by RTP Admin

Clock Gradient

Calendar/Time Keeping Clock UI

The clock gradient is controlled by a shader, the NightShader Mask output outputs 0 if its day,...

Updated 1 month ago by RTP Admin

Clock hands

Calendar/Time Keeping Clock UI

Within RTP_Clock on the tick we just get the day progress 0-1 and convert it to minutes and hou...

Updated 1 month ago by RTP Admin

Adding/Checking Awards

Experience System Award Subsytem

Updated 2 months ago by RTP Admin

Adding Experience

Experience System Award Subsytem

The add experience function adds experience to the pending experience variable, the tick th...

Updated 2 months ago by RTP Admin

Blueprint functions

Experience System Award Subsytem

Updated 2 months ago by RTP Admin

Simple Level check while adding entry's to the shop

Experience System Shop Items and Categorys

This is located in the function "M_LoadCatalog" inside of "ShopWheelController" (Rather then ge...

Updated 2 months ago by RTP Admin

Level Display Widget

Experience System UI

VE_LevelDisplay  

Updated 2 months ago by RTP Admin

Clock Experience

Experience System UI

The clock experience display is fairly simple, it gets updated with a event dispatcher on the A...

Updated 2 months ago by RTP Admin

Add Experience Debug Key

Experience System Cursor Player

The player has a debug key for giving yourself a xp point when you press "-"

Updated 2 months ago by RTP Admin

Playing Exp and Levelup sounds

Experience System Cursor Player

On begin play the player binds to the events on the Award Subsystem and plays the sounds when c...

Updated 2 months ago by RTP Admin

Important Variables to Know

NPC Logics APooledCharacter

This isn' all of the variables that are present but are some that are very important to the APool...

Updated 2 months ago by SkrubLord

Initialise (yes, we know it's misspelled here)

NPC Logics APooledCharacter

At this level the initialize function is a lightweight function; all it does is sets the value of...

Updated 2 months ago by SkrubLord

SetUsed

NPC Logics APooledCharacter

SetUsed tells the APooledCharacter instance whether or not it is being used. If the instance is p...

Updated 2 months ago by SkrubLord

Plant Definition Data

Experience System DataAssets

The Plant experience is fairly straightforward the player has to fully grow a plant to get the ...

Updated 2 months ago by RTP Admin

Tree Definition Data

Experience System DataAssets

Grown Experience is multiplied by 4 for trees Fertilizer 3 is Grown Experience divided by 2 Fer...

Updated 2 months ago by RTP Admin