Pighaus Games Docs

These docs describe Fixed Angles and Blendshot, the next update, in development: everything in 1.3 and what it adds. 1.3 is in testing: read its docs.

Upgrading

What changes when you move a project to Fixed Angles from 1.3, which is very little, and from 1.1, what loads by itself, the one menu item that converts your pawns, and what you'll notice is different.

From 1.3#

Fixed Angles adds to what you have rather than changing it. Install it over 1.3, open the project and carry on.

  • Points of interest that placed the camera keep doing it. From The Target and From The Point Of Interest are hidden from new points of interest, and Convert To Fixed Camera on the actor turns one into a fixed camera.
  • Camera states gain Blend In Time and Blend Out Time. Both start below 0, which blends the way a state always has.
  • Points of interest ease off while a fixed camera has the shot. With no fixed cameras in a level, nothing changes.

The rest of this page is the move from 1.1, which is the same whichever version you're moving to.

From 1.1#

1.3 sets two keystones at once: Shakes and Lock-on.
1.3 sets two keystones at once: Shakes and Lock-on.

1.3 is the shake and lock-on update, and everything else since 1.1. There was never a 1.2 on its own: it grew into this. Most of the move happens by itself as your project loads, and the rest is one menu item and a save.

  • 1

    Back up the project.

    1.3 saves assets in a newer format that 1.1 can't read, so the backup is your only way back.

  • 2

    Install 1.3.

    Update Blendable in the Epic Games Launcher, or, if it's in your project's own Plugins folder, close the editor and replace the Blendable folder there.

  • 3

    Open the project.

    Everything loads as it was. 1.1's assets find their new names by themselves, Camera Effects loads as Blendable Shake and Camera Directors as Points Of Interest.

  • 4

    Convert your pawns.

    Choose Tools → Blendable → Convert Camera Effects. It turns every Blueprint's 1.1 effects settings into shakes saved beside it, sets its Blendable Shake up to play them, and lists anything that didn't carry over exactly.

  • 5

    Read the list.

    Most entries are information rather than problems. The one to act on is below.

  • 6

    Save everything.

    File → Save All. Assets update as they load, every time, until they're saved in the new format.

  • 7

    Fix paths written as text.

    A redirect can't reach a path typed into code or a Load Asset node. Renamed assets, below, has every old name and its new one.

Coming from 1.0? The same steps work. 1.1's own changes migrate on load too, and its notes are in the changelog.

What you'll notice#

Shakes#

  • Everything reaches the screen by itself. Output Via Camera Modifier is gone; the camera owns the output, and there's no box to tick.
  • A shake is a stack of layers. Shakes explains them. Your 1.1 shakes were converted to the size they actually showed at 60 fps, so nothing on screen changed size.
  • The handheld lives on the Rig. Every Rig has a Handheld slot that blends with the shot. 1.1's ambient shake is Also Running, beside it. See handheld and body motion.
  • Camera profiles are Body shakes. Everything a profile held, bob, sway, lean, landings, is a Body shake on the pawn now. The 1.1 profiles are in the plugin's Legacy folder.
  • Each shipped style brings its own shakes. So the shipped Rigs' Handheld Ambient Scale is back to 1.0, where 1.1 had turned your pawn's handheld up to 2 or more. Under the shipped Rigs, your Body shakes now play at the size you made them.
  • Two nodes have new names. Set Shake Intensity is Set Shake Scale, and it eases instead of stepping. Play World Shake is Play Shake At. The old names still work and are marked deprecated.
  • Footstep and foley audio have left Blendable. The classes still load, marked deprecated. On Footstep still fires with the foot, speed, surface and location, so play your own audio from there.
  • Peek and the crouch correction moved to Blendable Shake, unchanged.

The camera#

  • Other characters no longer push the camera in. In a fight, the camera used to duck in front of whoever crossed behind you. Characters are now left out of every check the camera makes. Tick Characters Block The Camera for the camera as it was.
  • Panels read broad to fine. Every Blendable asset opens on what matters most, one line per feature with its switch. Only the panels moved: saved assets and Blueprints are untouched. See the panels.
  • Two Subject Framing moved off the Rig, onto whatever asks the camera to frame a second subject. A Rig whose values you changed passes them on as it loads.
  • The same setting reads the same everywhere. A point of interest's aim uses the lock-on's words, like Turns To Look and The Character Faces. Only the names changed.

Lock-on#

  • Nothing changes until you choose a Lock-On Preset. The lock-on component's own Rig and point of interest preset are under Without A Preset now, and they frame the lock exactly as before for as long as no preset is set. See lock-on presets.
  • Targeting has its own module, BlendableLockOn. Pawns keep their settings, Blueprints their nodes and events, and C++ that includes BlendableLockOnComponent.h compiles as before.

Names#

  • Camera Directors are Points Of Interest. The component, the actor, the preset and the nodes all say so. Saved levels, presets and Blueprints load as they were, and C++ keeps the Director class names.
  • Shipped content has readable names in a folder per style. PCP_ is Preset_, PCR_ is Rig_, PCD_ is PointOfInterest_ and SHK_ is Shake_, so PCR_SH_Aim is Rig_SurvivalHorror_Aim. Each style's folder under Presets holds its preset, its Rigs, its shakes and its Lock-On Preset.

Renamed assets#

Every asset 1.1 shipped, and where it lives now in the plugin's content. References saved in your assets follow these by themselves; only a path written out as text needs the new one.

1.11.3
PCP_ThirdPersonPresets/ThirdPerson/Preset_ThirdPerson
PCP_ThirdPersonAltPresets/ThirdPerson/Preset_ThirdPersonAlt
PCP_SurvivalHorrorPresets/SurvivalHorror/Preset_SurvivalHorror
PCP_ImmersivePresets/SurvivalHorror/Preset_Immersive
PCP_TightSqueezePresets/SurvivalHorror/Preset_TightSqueeze
PCP_CinematicActionPresets/Cinematic/Preset_CinematicAction
PCP_CinematicExplorationPresets/Cinematic/Preset_CinematicExploration
PCP_ActionRPGPresets/ActionRPG/Preset_ActionRPG
PCR_TPDefaultPresets/ThirdPerson/Rig_ThirdPerson_Default
PCR_TPAlternatePresets/ThirdPerson/Rig_ThirdPersonAlt_Default
PCR_AimPresets/ThirdPerson/Rig_ThirdPerson_Aim
PCR_FPSPresets/ThirdPerson/Rig_ThirdPerson_FirstPerson
PCR_IdlePresets/ThirdPerson/Rig_ThirdPerson_Idle
PCR_TPControllerPresets/ThirdPerson/Rig_ThirdPerson_Gamepad
PCR_SlidePresets/ThirdPerson/Rig_ThirdPerson_Slide
PCR_RagdollPresets/ThirdPerson/Rig_ThirdPerson_Ragdoll
PCR_LockOnPresets/ThirdPerson/Rig_ThirdPerson_LockOn
PCR_SH_DefaultPresets/SurvivalHorror/Rig_SurvivalHorror_Default
PCR_SH_AimPresets/SurvivalHorror/Rig_SurvivalHorror_Aim
PCR_Immersive_DefaultPresets/SurvivalHorror/Rig_Immersive_Default
PCR_TightPresets/SurvivalHorror/Rig_TightSqueeze_Default
PCR_CinematicAction_DefaultPresets/Cinematic/Rig_CinematicAction_Default
PCR_CA_DefaultPresets/Cinematic/Rig_CinematicAction_Close
PCR_CA_AimPresets/Cinematic/Rig_CinematicAction_Aim
PCR_CA_LockOnPresets/Cinematic/Rig_CinematicAction_LockOn
PCR_CinematicExplorationPresets/Cinematic/Rig_CinematicExploration_Default
PCR_ARPG_DefaultPresets/ActionRPG/Rig_ActionRPG_Default
PCR_ARPG_AimPresets/ActionRPG/Rig_ActionRPG_Aim
PCR_ARPG_LockOnPresets/ActionRPG/Rig_ActionRPG_LockOn
PCD_LockOnPointsOfInterest/PointOfInterest_LockOn
PCD_LookAtDefaultPointsOfInterest/PointOfInterest_LookAt_Default
PCD_LookAtBodyPointsOfInterest/PointOfInterest_LookAt_Body
PCD_LookAtFocusPointsOfInterest/PointOfInterest_LookAt_Focus
PCD_LookAtFocusCCTVPointsOfInterest/PointOfInterest_LookAt_FocusCCTV
PCD_LookAtInfinitePointsOfInterest/PointOfInterest_LookAt_Infinite
DA_CameraProfile_DefaultLegacy/Profile_Default
DA_CameraProfile_HandheldLegacy/Profile_Handheld
SHK_DamageKickShakes/Impacts/Shake_Impact_DamageKick
SHK_Landing_HeavyShakes/Impacts/Shake_Impact_HeavyLanding
SHK_LedgeCatchShakes/Impacts/Shake_Impact_LedgeCatch
SHK_VaultThroughShakes/Impacts/Shake_Impact_VaultThrough
SHK_BlinkArriveShakes/States/Shake_State_BlinkArrive
SHK_BurstShakes/States/Shake_State_Burst
SHK_ChargeUpShakes/States/Shake_State_ChargeUp
SHK_ElectrocutionShakes/States/Shake_State_Electrocution
SHK_Gunshot_HeavyShakes/Weapons/Shake_Weapon_HeavyGunshot
SHK_Gunshot_LightShakes/Weapons/Shake_Weapon_LightGunshot

Known issues#

  • A pawn placed in a level with its own 1.1 values isn't converted by the menu. The menu converts Blueprints. An instance that overrides the old settings converts itself each time it plays, which works but isn't saved. Reset those overrides on the instance and it uses its Blueprint's converted settings.
  • Shakes played through Unreal's own shake system can't see the Blendable camera. Drivers that need it, such as camera speed, effort or the stride, read as standing still there. See shakes in the world.

The changelog has everything else, from the new presets to every fix.