Pighaus Games Docs

Blueprint nodes

Every node Blendable FX adds, in the Blendable FX category: playing transitions, impacts and overlays, placing them in the world, the handshake underneath, every camera cut, driving effects from the game, night vision, the look browser, and the FX Volume's own.

Each node in the library takes the Player controller whose view it plays over. The rest are on the player's own Blendable FX, from Get Blendable FX, and do the same for that player.

Transitions#

NodeWhat it does
Play TransitionCovers the screen with Transition, fires Covered (change the shot there), then reveals and fires Finished. With no transition, Covered and Finished fire at once.
Set View Target With TransitionCovers, switches the player's view to New View Target underneath, and reveals it. A sound bridge on the transition moves the listener early or late.
Open Level With TransitionCovers, opens Level once it's covered, and reveals the new level when it has loaded. With no transition, opens it at once.
Is Playing TransitionWhether a transition is on its way for this player.
Get Cover AmountHow covered this player's screen is by a transition, 0 to 1.

Impacts and overlays#

NodeWhat it does
Play ImpactPlays Effect once over the player's view: in over its Cover Time, held for its Hold Time and gone over its Reveal Time, as far as Amount. A blend plays through from the picture it struck on to the live one. Returns its handle.
Play Impact AtThe same, struck at a point in the world, for an effect centred Where It's Played: the centre stays on that point as the camera moves.
Play Impact OnThe same, struck on Target (at Socket, if it names one), followed as it moves.
Show OverlayShows Effect as an overlay: in over its Cover Time, held until it's hidden (or for For seconds), gone over its Reveal Time. Amount below 0 uses the effect's Overlay Amount. Returns a handle to hide it with.
Hide OverlayLets an overlay or an impact go over its Reveal Time, or takes it off at once.
Hide All OverlaysLets every overlay and impact go, or takes them all off at once.
Play Impact FromStrikes from a point in the world, such as where a shot came from: the effect faces it round the player's view, as a damage marker does (ahead at the top, behind at the bottom), and an effect centred Where It's Played sits on the edge facing it.
Aim Effect FromTurns an impact or overlay already playing to face a point in the world, as Play Impact From does.
Place Effect AtCentres an impact or overlay on a point in the world, for an effect centred Where It's Played.
Place Effect OnCentres an impact or overlay on Target (at Socket, if it names one), followed as it moves.
Is Effect PlayingWhether an impact or overlay is still on screen.
Set Effect AmountChanges how far an overlay or an impact holds, 0 to 1, from now on: one held moves there, one still coming in comes in to it.
Get Effect AmountHow far an impact or overlay has got, 0 to 1. On the player's Blendable FX.

Driven#

In the Driven category. Overlays walks through drivers.

NodeWhat it does
Drive EffectHas a number from the game drive an impact or overlay already playing, as an effect's own Drivers do. Your Own Object is where it reads when the driver's From is Your Own Object.
Stop Driving EffectStops every driver on it, its effect's own as well, leaving it where they had it.
Set Playing Effect SettingSets one of a playing effect's settings, Strength or any of its look's own, on its own copy so the asset is untouched. False when it isn't playing or has no such setting.

The handshake#

On the player's Blendable FX, for driving a transition yourself. Transitions walks through it.

NodeWhat it does
Begin TransitionStarts covering the screen with Transition. Returns its handle, or 0 when there's nothing to play.
Is Ready To CutTrue once the old shot is covered, or frozen for a blend: change the shot now, then call Cut.
CutTells the transition the shot has changed, so it can reveal the new one.
Cancel TransitionBacks out: uncovers the same shot without a cut.
Is Transition FinishedTrue once it has finished, been cancelled out, or been replaced by another.
Should Hear The New ShotFor a sound bridge: true once the listener should move to the new shot, early for a J cut or late for an L cut.
On CoveredFires once the old shot is covered and the change can happen.
On FinishedFires once a transition has finished revealing, or been cancelled out or replaced.

Every camera cut#

NodeWhat it does
Set Transition For Every Camera CutPlays Transition on every camera cut nothing else has transitioned, for this player, in place of the project's. None turns it off for them. Keep The Last Frame gives a blend the frame from before the cut.
Use The Project's Transition For Every Camera CutGoes back to the project's setting for this player.
Get Transition For Every Camera CutThe transition this player plays on every camera cut, or none.

A mask's breath#

In the Breath category. Overlays walks through it.

NodeWhat it does
Breathe OutBreathes out on a worn mask playing: its glass fogs over Seconds and its Breath Out Sound plays, then it breathes in, its Breath In Sound playing, and the fog clears.
Set Mask BreathSets how fogged by breath its glass is, 0 to 1, for a game working its breathing out itself.
Breathe With SoundHas it breathe with a sound's loudness, times Gain: the fog follows, and its breath events fire as it rises and falls.
Set Mask Breath FromWhat sets its breath from now on: its own clock, the game, or the sound it was last given.
On Breath OutFires as a worn mask breathes out, whatever sets its breath. On the player's Blendable FX.
On Breath InFires as it breathes in, as the fog starts to clear. On the player's Blendable FX.

Night vision#

In the Night Vision category. Night vision walks through the goggle.

NodeWhat it does
Equip Night VisionPuts a goggle on: one of the starters by Type, or Your Own effect, brought on as the effect says or as Animation says. Takes off any already worn. Returns its handle, or 0.
Unequip Night VisionTakes the goggle off the way it came on, or At Once.
Toggle Night VisionPuts the goggle on when it's off, and takes it off when it's on.
Is Night Vision EquippedWhether a goggle is worn, coming on or still going.
Set Night Vision Auto GainTurns the goggle's auto-gain on or off.
Set Night Vision Thermal Clip-OnWhat the thermal clip-on shows: Off, Outline, Patrol or Full Thermal.
Set Night Vision Thermal Clip-On ColourThe colour the worn goggle's thermal clip-on draws what's warm in, over the tube's picture. Lasts until the next goggle goes on.
Night Vision Gain UpTurns the gain up a Step: with auto-gain on, the most it may reach; off, the gain itself.
Night Vision Gain DownTurns it down a step.
Set Night Vision GainSets the gain, 1 to 100: with auto-gain on, the most it may reach in the dark.
Set Night Vision PowerSwitches the goggle off, its tubes going dark as their phosphor fades and the goggle staying where it is, or back on.
Set Night Vision IlluminatorSwitches the worn goggle's own IR illuminator on or off: a cone of infrared from the goggle, lighting what's ahead for its tubes alone.
Is Night Vision Illuminator OnWhether the worn goggle's own IR illuminator is on.

On a Blendable IR Emitter, in the IR category. Infrared walks through illuminators, lasers and strobes.

NodeWhat it does
Set OnSwitches the emitter on or off.
ToggleSwitches it on when it's off, and off when it's on.

The look browser#

In the Look Browser category. Look browser walks through it.

NodeWhat it does
Open Look BrowserOpens the look browser over the player's view: every effect the game has, or only those in Folders, to play and tune live on a copy, with the mouse shown while its panel is.
Close Look BrowserCloses it, taking off what it was showing.
Toggle Look BrowserOpens it; or, open with its panel hidden, brings the panel back; or closes it. For one key.
Is Look Browser OpenWhether it's open, with its panel shown or hidden.
Set Look Browser Panel HiddenHides the panel, giving the mouse back to the game and leaving the look on the picture to take a picture of it; or brings it back.

On an effect#

NodeWhat it does
Get TuningOne of this look's own settings, by its name on the Tuning band; its default when it hasn't been set.
Set TuningSets one, kept inside its range; false when the look has no such setting.
Reset TuningPuts every one of this look's own settings back to its default.
Get Tuning NamesThe names of this look's own settings, in the order the band shows them.

On an FX Volume#

NodeWhat it does
Play ForPlays the next effect for a player as walking in does. Returns the impact's or overlay's handle, or 0.
Get Effect CountHow many effects it has to pick from: Effects and the folders' together.
Get EffectThe effect at Index in the list it picks from, loading it if it must.
Gather FoldersGathers the folders' effects again. The editor does this as it saves the volume and as play begins.