blueprint

Satisfactory Function to Get Fluid Information into Variables in your Blueprint

  • Exposure: public
  • UE Version: 4.25

Darkplate

September 15, 2021, 5:55 am

You will need the Following Variables in Build before creating the function

  • FluidinTank (single Float)
  • FluidMax (single Float)
  • Fill (single Float) [ 0 =< ( FluidinTank / FluidMax ) =< 1 ]
  • FluidColorRGB (single Color)

Once you save the functions then add it to the Ticks and it will auto update the variables you need to process them at.

Click the button above, it will automatically copy blueprint in your clipboard. Then in Unreal Engine blueprint editor, paste it with ctrl + v
Versions
September 16, 2021
  1. 1. Simplified Blueprint
    2. Removed all extra Objects not needed
    3. Removed all Local Variables (they was not needed)

September 15, 2021
  1. had extra item that was not really needed

  2. First commit

    See

1 comment

  • Darkplate

    September 15, 2021, 5:59 am

    You will make the Variables all Floats in your Blue Print

    ColorR ColorG ColorB ColorA FluidMax FluidinTank Fill

    All these can be used to control by passing them to your fluid material.

    This function needs to be added to the Event Tick for updating the variable info above