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Resolves #83
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Shanomac99 committed Mar 26, 2024
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46 changes: 27 additions & 19 deletions doc/installation.md
Original file line number Diff line number Diff line change
Expand Up @@ -33,62 +33,70 @@ The latest version of the [Squad SDK](https://squad.gamepedia.com/Squad_SDK) is

8. Load into any level found in the Maps folder.

9. Open up the `Play Squad` section under **`Level Editor`**.
9. Open the `Editor Prefrences`.

![Editor Prefrences](/doc/images/sdk/sdk_editor_prefrences.png)

10. Open up the `Play Squad` section under **`Level Editor`**.

![Play Squad](/doc/images/sdk/sdk_play_squad.png)

10. Untick the `Limit Data Loading` textbox.
11. Untick the `Limit Data Loading` textbox.

![Limit Data Loading](/doc/images/sdk/sdk_limit_data_loading_checkbox.png)

11. Close the setttings and navigate to `/Content/UI/` within the SDK and open the Blueprint called `BP_HUD`.
12. Close the setttings and navigate to `/Content/UI/` within the SDK and open the Blueprint called `BP_HUD`.

13. Ensure you are in the `Event Graph`. Double click the `Event Graph` in the bottom left to switch to the correct graph.

![Event Graph](/doc/images/sdk/sdk_eventgraphpng.png)

12. Click `Add Component` and search `Map Grab Asset 4 0` and click on it.
14. Click `Add Component` and search `Map Grab Asset 4 0` and click on it.

![Add Component](/doc/images/sdk/sdk_add_component.png)

13. Navigate to the `On BeginPlay` section towards the top of the blueprint and break the link from `Event BeginPlay` to the `Branch` node.
15. Navigate to the `On BeginPlay` section towards the top of the blueprint and break the link from `Event BeginPlay` to the `Branch` node.

![Break Link](/doc/images/sdk/sdk_break_all_links.png)

14. Drag the `Map Grab Assets 4 0` asset from the left bar into the blueprint.
16. Drag the `Map Grab Assets 4 0` asset from the left bar into the blueprint.

![Drag Actor](/doc/images/sdk/sdk_drag_actor.png)

15. Drag off the blue object reference and search `Grab Points` and click on the function that appears.
17. Drag off the blue object reference and search `Grab Points` and click on the function that appears.

![Create new Function](/doc/images/sdk/sdk_create_new_function.png)

16. Connect the execute nodes on the `Event BeginPlay`, `Grab Points`, and `Branch`.
18. Connect the execute nodes on the `Event BeginPlay`, `Grab Points`, and `Branch`.

![Connect Nodes](/doc/images/sdk/sdk_final_grab_points.png)

17. Naviage to the end of the comment and then create a new function `Grab Asset` and connect the execute node to the `Request Player Data` blueprint.
19. Naviage to the end of the comment and then create a new function `Grab Asset` and connect the execute node to the `Request Player Data` blueprint.

![Grab Asset](/doc/images/sdk/sdk_grab_asset_function.png)

18. Compile and save the blueprint.
20. Compile and save the blueprint.

19. Navigate to `/Content/Gameplay/Gamemodes/Destruction` and open the `BP_DestructionObjectiveArea` blueprint.
21. Navigate to `/Content/Gameplay/GameModes/Destruction` and open the `BP_DestructionObjectiveArea` blueprint.

20. Add the `Map Grab Assets 4 0` component to this blueprint.
22. Add the `Map Grab Assets 4 0` component to this blueprint.

21. Find the `Initilization of Objective` comment and add the `Destruction Objective Graber` function in between `Event BeginPlay` and `Switch Has Authority`
23. Find the `Initilization of Objective` comment and add the `Destruction Objective Graber` function in between `Event BeginPlay` and `Switch Has Authority`

![Objective Grabber](/doc/images/sdk/sdk_destruction_objective_grabber.png)

22. Compile and save the blueprint.
24. Compile and save the blueprint.

23. Navigate to `/Content/Gameplay/Objectives` and open the `BP_ObjectiveSpawnLocation` blueprint.
25. Navigate to `/Content/Gameplay/Objectives` and open the `BP_ObjectiveSpawnLocation` blueprint.

24. If prompted make sure to `Open Full Blueprint Editor`.
26. If prompted make sure to `Open Full Blueprint Editor`.

25. Add the `Map Grab Assets 4 0` component to this blueprint.
27. Add the `Map Grab Assets 4 0` component to this blueprint.

26. Find the `Event BeginPlay` and add the `Destruction Grabber` function there.
28. Find the `Event BeginPlay` and add the `Destruction Grabber` function there.

![Destruction Grabber](/doc/images/sdk/sdk_destruction_grabber.png)

27. Compile and save the blueprint.
29. Compile and save the blueprint.

Installation is complete at this point. See the [SDK configuration](./sdkConfiguration.md) for the next steps.

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