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Version: Development

Blueprint Components

There's a little more to editing a blueprint's components so I'll walk you through it. Please check the Intro to Blueprint Editing if you're new to modifying blueprints with PalSchema.

Finding the Component​

In this example we'll be editing Direhowl.

Let's look at Pal/Content/Pal/Blueprint/Character/Monster/PalActorBP/Garm/BP_Garm.uasset in FModel. Open the asset, hit Ctrl+F and look for PalCharacterMovementComponent.

You'll see the names PalCharacterMovementComponent and CharMoveComp. You don't want to use either of these, instead I will show you where to find the correct component name that you need to be using.

Take a note of the asset's name that we're editing which is BP_Garm. As you may remember from the blueprint intro, we added a _C at the end to indicate the class so it becomes BP_Garm_C.

Now, we'll want to add Default__ in front of BP_Garm_C so it becomes Default__BP_Garm_C. Do you see a theme here? If not, here's an example with BP_PinkCat (Cattiva):

BP_PinkCat -> BP_PinkCat_C -> Default__BP_PinkCat_C. Very simple.

Next, hit Ctrl+F and search for "Name": "Default__BP_Garm_C".

You should now see a list of default properties for the default object of BP_Garm and among those properties are our Direhowl's components.

Scroll down a bit and you should see our PalCharacterMovementComponent in this properties list.

CharacterMovement is the correct name that we need to be using to edit the component.

Editing our Component​

Now that we have found our component, let's get to editing.

Setup your mod folder within PalSchema's mods folder. It should look something like GarmMod/blueprints/garm.json.

Open garm.json and copy the following into it. We'll be editing JumpZVelocity to 3200.0 which is what controls how high a pal can jump.

{
"BP_Garm_C": {
"CharacterMovement": {
"JumpZVelocity": 3200.0
}
}
}

Now if we load into a world and jump while riding a Direhowl, we should jump much higher!