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.