Difference between revisions of "EventBlueprintEquipped"
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[[Category:PrimalItem Nodes]] | [[Category:PrimalItem Nodes]] | ||
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− | [[File:Node_EventBlueprintEquipped.jpg|frame|EventBlueprintEquipped - PrimalItem | + | [[File:Node_EventBlueprintEquipped.jpg|frame|EventBlueprintEquipped - PrimalItem]] |
== How to Use == | == How to Use == |
Latest revision as of 20:03, 15 May 2016
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! |