Variables

This post will outline and define the variables in use in the n00dEmotes Component. 

DEFINITIONS

This is where the magic happens. An index in this array is defined as a category 

CATEGORY

An enum of expandable emote categories, add or remove to this enum at your will. It is used as a way to divide large libraries of emotes into bite-sized sections. We use this variable in functions to fill certain containers in the UI 

EMOTES

You can define as many unique emotes for each category as you need. The Index here is the one found on the Emote node. 

INDEX

This is a singular unique emote that we want for this category. Define the Icon and the Name to use on the UI. Either is optional, but at least one is necessary 

SETTINGS

SLOT: Define the slot to play this sequence on. Slots need to be defined the AnimBP

RANDOM: Play a random index from the specified sequence array. Unticked = first in stack

DISABLE MOVEMENT: Should we disable Player movement for the duration of the dynamic montage 

SEQUENCES

Define the set of sequences you would like to use for this unique animation. Typically you will only be using one here, but sometimes there are cases of multiple styles of the same animation, in those cases you can specify that here. For playing AnimNotifies, simply add the AN_N00dEmotes blueprint to your sequence and you can have FX play at any given point.