Difference between revisions of "EventBlueprintEquipped"

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(Created page with "Category:Nodes Category:PrimalItem Nodes frame|Event Blueprint Equipped - PrimalItem == How to Use == This node will trigger...")
 
 
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[[Category:Nodes]]
 
[[Category:Nodes]]
 
[[Category:PrimalItem Nodes]]
 
[[Category:PrimalItem Nodes]]
 
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{{NodeInfoBanner||||||}}
[[File:Node_EventBlueprintEquipped.jpg|frame|Event Blueprint Equipped - PrimalItem]]
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[[File:Node_EventBlueprintEquipped.jpg|frame|EventBlueprintEquipped - PrimalItem]]
  
 
== How to Use ==
 
== How to Use ==
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This node does not tick, and fires as a one off event for each time that the item is equipped.
 
This node does not tick, and fires as a one off event for each time that the item is equipped.
  
=== Related Articles ===
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=== Details ===
[[Special:WhatLinksHere/EventBlueprintEquipped|What Links Here]]<br />
 
  
 
{| class="wikitable"
 
{| class="wikitable"
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!Reference Type
 
!Reference Type
 
!Description
 
!Description
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|-
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|Delegate Pin (Red Box)
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|Delegate
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|Allows triggering as a delegated event
 
|-
 
|-
 
|Is from Save Game
 
|Is from Save Game
 
|Bool
 
|Bool
|True if this event is being triggered as part of loading from serialization '''+'''
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|When server restarts, it will trigger this event if the item was equipped on save game, and pass this bool as true<br />All other times, this bool is false, as in, a Player cannot trigger this bool True when they equip the item<br />'''Important if you add a widget on equip! Don't add widget if this bool is true!'''
 
|}
 
|}
  
=== Legend ===
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=== Related Articles ===
'''+''' Needs Further Clarification, could be incorrect, author made a guess
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[[Special:WhatLinksHere/{{PAGENAME}}|What Links Here]]<br />

Latest revision as of 20:03, 15 May 2016


Replication Important

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Must run on server

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Should run on server

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Must run on client

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Should run on client

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Requires Multicasting

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EventBlueprintEquipped - PrimalItem

How to Use

This node will trigger when the item that this graph is attached to is equipped in a primal inventory component.
This node does not tick, and fires as a one off event for each time that the item is equipped.

Details

Outputs
Pin Reference Type Description
Delegate Pin (Red Box) Delegate Allows triggering as a delegated event
Is from Save Game Bool When server restarts, it will trigger this event if the item was equipped on save game, and pass this bool as true
All other times, this bool is false, as in, a Player cannot trigger this bool True when they equip the item
Important if you add a widget on equip! Don't add widget if this bool is true!

Related Articles

What Links Here