Blueprint module
The blueprint module allows users to use Blueprint for modifying the agents poses and metadatas during a simulation.
To create a blueprint asset, right click in the content browser then click on "Blueprint Class". Search for "Behaviour" and select "Blueprint_BehaviourComponent".
Double click on the new Blueprint asset to open the Blueprint editor.
Atoms blueprint provides several overrides you can use for hooking up your graphs to Atoms events:
Reset Simulation
Pre Physics
Pre Frame
Post Physics
Init Simulation
Init Frame
End Simulation
End Frame
Agents Killed
Agents Created
End Play
Please have a look at the Behaviour module page to know the order for all events.
Right-clicking in the Event Graph and switch "Context Sensitive" off.
You will find all blueprint nodes for getting and setting data under "Agent" and "Agent Group".
Example: Setting agent state metadata
Override the init frame event. Then use a for loop node to iterate over all the agents. Then use the “Set Int Metadata” node using “state” as metadata name.
Or use the “Set State” node directly.
Then add this new component after the stateMachine component and remember to check the “Set State on Agent Creation Only“ property of the state machine component. Otherwise, the state machine will override the state metadata at every tick.
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