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Leafos Storybook Notes
Chapter 4 It was a good job that Stardos was such a natural gardener (like his dad) because our little family soon had a new member. Our second child, Leafos, was born during Mother's shore leave. Mother had to go back to sea very soon after Leafos was born. ...
Seedos Storybook Notes
Chapter 6 Piñata Central had a regular supply of common piñata types but my garden was the only place to get the really unusual piñata. I worked in the garden with my family, Mother visited as often as she could. Everything was close to perfect and then my yo...
Storkos Storybook Notes
Chapter 5 In the old days, I was an expert romance dancer. Mother was caught by surprise and my second daughter was born at sea. Mother named her after the migrating Storks that followed the ship. Little Storkos spent all her early years on the ships with Mot...
Pester Storybook Notes
Chapter 1 This is Piñata Island. It's the most incredible place in the world, where living piñata roam wild. In the middle of the island is Piñata Central. It's the place where piñata packed with candy go so they can be sent to parties all over the world. Aro...
Dragonache Island Natives
The native inhabitants of Dragonache Island. They are incredibly reclusive due to bad experiences with outsiders in the past, to the point where one could visit and even live on the island the without knowing that they were there.
List of Console Commands
/coins This command alters the amount of coin the player has in their "wallet". Add Coins /coins add <int1> Adds <int1> coins to the player's wallet. Remove Coins /coins remove <int1> Removes <int1> coins from the player's wallet. Set Number of Coins ...
Using the Cheat Menu
Press ` (AKA back tick or grave key) to bring up the Unreal Console. Type "Cheat" into the console. A window in the top left hand side of the screen will appear, you can drag and resize this window.
Basics of Animations (For Beginners)
Things You Must do For All 3D Models
Set unit scale to .01 Meters (for proper unreal importing) All models must have -Y as its forward axis Name all objects (RTP_ObjectName) Name all materials (RTP_ObjectName_MaterialName) Pack the .blend file with any textures used, if textures where used A...
Modelling Guide
Pose The piñata must be modelled in the most neutral pose possible. This is to ensure that the mesh deforms properly when we come to rigging and animating it. This means a straight spine, straight legs, a straight tail, straight ears, etc. Please ask if you a...
Texturing Guide
Very Important - Piñata Colour Textures Must be Made With Completely Sharp Edges Unwraping Under Object Data Properties, create two UV maps for the color map and fur direction. Name them “UVColor” and “UVFur.” Next, download the Shell Fur Tool for Blend...
Pinata Rigging Guide (WIP)
In this guide, we’ll cover the parts pinata armatures need to be animation-friendly and engine-ready. We will list the necessary (and optional) parts of an armature, explain their purposes, and show you how to apply them to your rig. THIS IS STILL A WIP, SO S...
void BeginUsed() and void EndUsed()
BeginUsed() registers the APooledCharacter instance to all subsystems that need to know what objects are being used. An example of this would be the SavingSubsystem, which needs a reference to the object so that it gets the data that needs to be saved. EndUse...
void ClearDataInBP()
ClearDataInBP() is a Blueprint Implementable Event that clears all data that the pooled APooledCharacter instance is storing. Since there are variables at the blueprint level that need to be reset, children of APooledCharacter make the logic while the parent o...
void SaveData() and TInstancedStruct<FNPCSoul> MakeDataForManagerSubsystem()
SaveData() is an interface function from the ISaveable interface. It is used by the SavingSubsystem to make all saveable objects start its saving logic. APooledCharacter uses it to make the struct that holds the data that needs to be saved and sends it to the ...
FVE_BaseSaveStats
The base struct type that makes up all of the saving structs. It holds the transform (location, rotation, and scale), Gameplay Tags (labels for portraying easily accessible identifying information), and the class type of the object being saved.
FVE_PlayerStats and FVE_StarLeafView
The PlayerStats are the first major branch-off point of the saving types, as the things the player needs to save are wildly different from your average items. FVE_StarLeafView holds the data for if a shop item is unlocked and if it should display the cloud eff...