๐Ÿ“Template project

NOTE: These docs are correct from release v24. If using an earlier release, the template project will not have the assets described here.

Summary

Once you've created a project using the Mยฒ Base Project, it will create a number of starting assets for you, that have already been set up for you to freely modify and experiment with.

It will also create the relevant live config files for you, which act as the starting point for making changes to MSquared's default values. For more details on these, see Live Config

Some useful starting points:

  • BP_Example_PlayerController and BP_Example_PlayerCharacter are your player controller and pawn respectively. These behave the same as the native Unreal equivalents, except that they perform no replication.

  • BPM_Example_PlayerCharacter is your character's Morpheus Actor. This is tied to your pawn, and handles all the replication. For more details on this, see Replication

  • WBP_Example_HUD is your HUD widget. This is the recommended location to place any UI elements you want to add.

  • [Your project path]/Config/LiveConfig/Overrides/game.override.json is where you can override "game" live config values, which will encompass most live config values you will likely make changes to. Some starting overrides have been made here already, such as configuring the quickbar, but you can change these or add other overrides if you want changes to MSquared's default behavior here.

Kickstart your project by importing and creating assets in your project's content folder, transforming it into a truly unique experience.

Enabling/Disabling M2 Features

The template project has been configured to match our current default "example project", and so has some opinionated decisions in it. These can be changed in your project if you want:

Controls

The character starts with "approachable controls" enabled, meaning that you can click on the screen to move, rather than the mouse controlling the camera like a more traditional game experience (for more details on this, see Control Schemes)

  • To change this, go to your DT_Example_Roles, and add the Capabilities.ControlSettings.GameReadyDefaultEnabled capability to the Participant role.

  • You can change some of the other capabilities here if you want to hide the settings to e.g. switch control schemes, or hide other movement capabilities.

Inventory

The character starts with Inventory enabled, configured using Quickbar & Inventory Tabs.

  • (For more details on these concepts, see the above docs)

  • If you want to instead use the old inventory setup, where all the items are in one tab, you can:

    • Go to [Your project path]/Config/LiveConfig/Overrides/game.override.json

    • Add the Inventory.UseTabbedQuickbar flag, set to false.

    • (For more context on this, see Live Config

    • Set the UsingEquipmentTabs flag to false

  • If you want to instead remove the inventory view entirely you can do that by deleting the WBP_ItemManagement from the WBP_Example_HUD (and removing the references to it in EventOnExit/EnterFocusCam so that it compiles correctly.

  • We have also set the number of slots in each of the existing tabs via live config to 8 (see e.g. EmoteTabSlots). These can be changed if wanted.

Place Mode

Place Modeis disabled. This is an experimental feature.

  • If you do want to enable this, you can enable it in your live config overide ([Your project path]/Config/LiveConfig/Overrides/game.override.json), setting Inventory.HidePlaceMode to false.

Emotes

We have two different ways of playing emotes, one through a popup, mapped to the B key, and one through a quickbar tab.

  • Details on the "popup" approach can be found in the Emotesdocs.

    • To remove this widget, you can do so in your live config override, setting Emotes.EmoteWheelEnabled to false.

  • For emotes as items, they are considered a "quickbar view" (See Quickbar Views).

    • If you have tabs and views disabled, this flow won't be used.

    • If you do want tabs and views, but don't want that particular tab, you can remove it by following the steps in Adding/removing available tabs:

      • Go to the BPM_Example_PlayerCharacter

      • Find the M2M_TabbedQuickbar component

      • Remove the BP_Origin_EmotesTab from the list of TabsData

The welcome message

When you first create a project using the template, you will be presented with a welcome message.

The message will be shown every time the project is opened, until dismissed with "Don't show this again". However, note that the checkbox only applies to you locally, not for all users of your project. If you don't want collaborators to see the message, or want to customize its contents, you can do so in `Project Settings -> Editor -> M2 Template Creation Settings

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