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#
| Node | What it does |
|---|---|
| Play Transition | Covers 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 Transition | Covers, 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 Transition | Covers, opens Level once it's covered, and reveals the new level when it has loaded. With no transition, opens it at once. |
| Is Playing Transition | Whether a transition is on its way for this player. |
| Get Cover Amount | How covered this player's screen is by a transition, 0 to 1. |
Impacts and overlays#
| Node | What it does |
|---|---|
| Play Impact | Plays 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 At | The 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 On | The same, struck on Target (at Socket, if it names one), followed as it moves. |
| Show Overlay | Shows 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 Overlay | Lets an overlay or an impact go over its Reveal Time, or takes it off at once. |
| Hide All Overlays | Lets every overlay and impact go, or takes them all off at once. |
| Play Impact From | Strikes 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 From | Turns an impact or overlay already playing to face a point in the world, as Play Impact From does. |
| Place Effect At | Centres an impact or overlay on a point in the world, for an effect centred Where It's Played. |
| Place Effect On | Centres an impact or overlay on Target (at Socket, if it names one), followed as it moves. |
| Is Effect Playing | Whether an impact or overlay is still on screen. |
| Set Effect Amount | Changes 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 Amount | How 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.
| Node | What it does |
|---|---|
| Drive Effect | Has 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 Effect | Stops every driver on it, its effect's own as well, leaving it where they had it. |
| Set Playing Effect Setting | Sets 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.
| Node | What it does |
|---|---|
| Begin Transition | Starts covering the screen with Transition. Returns its handle, or 0 when there's nothing to play. |
| Is Ready To Cut | True once the old shot is covered, or frozen for a blend: change the shot now, then call Cut. |
| Cut | Tells the transition the shot has changed, so it can reveal the new one. |
| Cancel Transition | Backs out: uncovers the same shot without a cut. |
| Is Transition Finished | True once it has finished, been cancelled out, or been replaced by another. |
| Should Hear The New Shot | For 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 Covered | Fires once the old shot is covered and the change can happen. |
| On Finished | Fires once a transition has finished revealing, or been cancelled out or replaced. |
Every camera cut#
| Node | What it does |
|---|---|
| Set Transition For Every Camera Cut | Plays 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 Cut | Goes back to the project's setting for this player. |
| Get Transition For Every Camera Cut | The transition this player plays on every camera cut, or none. |
A mask's breath#
In the Breath category. Overlays walks through it.
| Node | What it does |
|---|---|
| Breathe Out | Breathes 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 Breath | Sets how fogged by breath its glass is, 0 to 1, for a game working its breathing out itself. |
| Breathe With Sound | Has 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 From | What sets its breath from now on: its own clock, the game, or the sound it was last given. |
| On Breath Out | Fires as a worn mask breathes out, whatever sets its breath. On the player's Blendable FX. |
| On Breath In | Fires 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.
| Node | What it does |
|---|---|
| Equip Night Vision | Puts 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 Vision | Takes the goggle off the way it came on, or At Once. |
| Toggle Night Vision | Puts the goggle on when it's off, and takes it off when it's on. |
| Is Night Vision Equipped | Whether a goggle is worn, coming on or still going. |
| Set Night Vision Auto Gain | Turns the goggle's auto-gain on or off. |
| Set Night Vision Thermal Clip-On | What the thermal clip-on shows: Off, Outline, Patrol or Full Thermal. |
| Set Night Vision Thermal Clip-On Colour | The 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 Up | Turns the gain up a Step: with auto-gain on, the most it may reach; off, the gain itself. |
| Night Vision Gain Down | Turns it down a step. |
| Set Night Vision Gain | Sets the gain, 1 to 100: with auto-gain on, the most it may reach in the dark. |
| Set Night Vision Power | Switches the goggle off, its tubes going dark as their phosphor fades and the goggle staying where it is, or back on. |
| Set Night Vision Illuminator | Switches 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 On | Whether 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.
| Node | What it does |
|---|---|
| Set On | Switches the emitter on or off. |
| Toggle | Switches 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.
| Node | What it does |
|---|---|
| Open Look Browser | Opens 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 Browser | Closes it, taking off what it was showing. |
| Toggle Look Browser | Opens it; or, open with its panel hidden, brings the panel back; or closes it. For one key. |
| Is Look Browser Open | Whether it's open, with its panel shown or hidden. |
| Set Look Browser Panel Hidden | Hides 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#
| Node | What it does |
|---|---|
| Get Tuning | One of this look's own settings, by its name on the Tuning band; its default when it hasn't been set. |
| Set Tuning | Sets one, kept inside its range; false when the look has no such setting. |
| Reset Tuning | Puts every one of this look's own settings back to its default. |
| Get Tuning Names | The names of this look's own settings, in the order the band shows them. |
On an FX Volume#
| Node | What it does |
|---|---|
| Play For | Plays the next effect for a player as walking in does. Returns the impact's or overlay's handle, or 0. |
| Get Effect Count | How many effects it has to pick from: Effects and the folders' together. |
| Get Effect | The effect at Index in the list it picks from, loading it if it must. |
| Gather Folders | Gathers the folders' effects again. The editor does this as it saves the volume and as play begins. |