Directory : ~/ImmerseUI/Blueprints/Widgets/Components/WBPC_CharacterScreen

# What is CharacterScreen?

Selector template can store customizable items/character datas.

Detail Panel > Default.

vertical offset of generated element.

constant value same time viewable section.

a datatable for customization items/skin etc...


Directory : ~/ImmerseUI/Blueprints/Widgets/Components/WBPC_CharacterSection

# View Block WBPC_CharacterSection

view block generated on container CharacterScreen.

  • take the count of opened amount and total amount of child items.
  • randomly show last selected item.(changeable with save data).

Directory : ~/ImmerseUI/Blueprints/CharacterCustom/BP_CharacterScreenActor

# Customizable BP_CharacterScreenActor

when character screen is open BP_CharacterScreenActor activate and connect to screen.

  • Change event called by user interface with a F_Item parameter for make a distinction about content and subject.
  • adding new customizable target also require an uptade in E_CharacterScreenTarget (like pet,car,weapon).
  • adding new item for skeletal mesh and adding on socket also require an uptade in E_EquipmentTag.

Directory : ~/ImmerseUI/Blueprints/CharacterCustom/CharacterScreenItem

# Base of item CharacterScreenItem

All character screen customizer item like material, component, can be created by using CharacterScreenItem

  • logic must be written for each item
  • override ApplyItem event for logics

Directory : ~/ImmerseUI/Blueprints/Data/F_Item

# Structure

  • Item spawnable items base on CharacterScreenItem .

Directory : ~/ImmerseUI/Blueprints/Data/F_CharacterSectionContent

# Structure

  • Title content title main label.
  • Item instance of F_Item.
  • IsLocked Is content locked by default (when locked cannot reach concrete item/skin).
  • Primer Detail [OPTIONAL].
  • Second Detail [OPTIONAL].

Directory : ~/ImmerseUI/Blueprints/Data/F_CharacterSection

# Structure

  • Title content title main label.
  • Target screen target view in BP_CharacterScreenActor.
  • Contents list of F_CharacterSectionContent.