How to factorize code in Unreal Kismet (i.e. "Material Function"s for Kismet)

Posted by Georges Dupéron on Game Development See other posts from Game Development or by Georges Dupéron
Published on 2012-11-25T09:51:40Z Indexed on 2012/11/25 11:24 UTC
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In the Unreal Development Kit, when using the Material Editor, one can factorize frequently-used groups of nodes by creating a Material Function (content Browser ? right-click ? new matrial function, IIRC).

When defining the behaviour of some actor in Kismet, one can easily have a dozen nodes involved.

If I have many actors that share the same behaviour, then I'll copy-paste these nodes, and change the variables so they point to the other actors.

This leads to inconsistencies (a modification in the behaviour of an actor isn't propagated in the copy-pasted nodes), complexity (you end up with hundreds of nodes), and generally useless effort.

My question is : Can I create a "kismet function", just like a material function ?

Note: I'd rather avoid using UnrealScript.

  1. I don't even know where to type UnrealScripts, don't know where the documentation is and more generally don't have enough time to invest in learning UnrealScript.
  2. This "kismet function" feature must be usable by graphists (with little programming knowledge).
  3. If a (simple) script suffices to add this feature in the Kismet editor, so that one can create several "functions" without using UnrealScript, then fine, but I don't really want to have to write a script each time I want to factorize a few nodes.

Thanks for any information !

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