Difference between revisions of "EventBlueprintEquipped"
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[[Category:Nodes]] | [[Category:Nodes]] | ||
[[Category:PrimalItem Nodes]] | [[Category:PrimalItem Nodes]] | ||
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[[File:Node_EventBlueprintEquipped.jpg|frame|EventBlueprintEquipped - PrimalItem]] | [[File:Node_EventBlueprintEquipped.jpg|frame|EventBlueprintEquipped - PrimalItem]] | ||
Revision as of 03:31, 15 May 2016
This article or chapter is incomplete and its contents need further attention. Some information may be missing or may be wrong, spelling and grammar may have to be improved, use your judgment!
Look for (Confirmation Needed) areas on this page, and help out where you can.
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.
Related Articles
Outputs | ||
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Pin | Reference Type | Description |
Delegate Pin (Red Box) | Delegate | Allows triggering as a delegated event |
Is from Save Game | Bool | True if this event is being triggered as part of loading from serialization + |
Legend
+ Needs Further Clarification, could be incorrect, author made a guess