Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Legacy:Set The Resource Property
This is a Category:Legacy Basic Procedure tutorial page. It explains how to perform a single procedure which is required in many different contexts.
Some class properties hold a reference to a resource: instead of just holding a number or a string value, they point to another object. This can be a texture, a sound, a mesh; or a class or a specific object that exists in the map. For example:
- AmbientSound holds a reference to a sound
- Triggers can hold a reference to the class that can activate them
- Display -> StaticMesh holds a reference to a static mesh to display for the actor
- Display -> Skin holds a reference to a texture to display
To set one of these properties:
- Open the resource browser for the type of resource, eg the Texture Browser
- Find and select the resource, eg the texture you want to use
- Back in the Actor Properties Window, click in the property field (it's ok to select an actor now, the resource browser still remembers its own selection)
- A little Use button appears at the right-hand end of that property's field.
- Click on the button. The field should now fill with text.
- You can treat the text that is stored in the resource field like ordinary text: you can copy and paste it to other properties.
- If you type a short name in the text line and press enter, the editor will attempt to disambiguate it to a full name, i.e., if you were to type S_Chassis, the editor would (probably) change it to StaticMesh'BulldogMeshes.Simple.S_Chassis' for you.
- StarWeaver: I assume this works for BulldogMeshes.Simple.S_Chassis and BulldogMeshes.S_Chassis and Simple.S_chassis as well, but I haven't had a chance to test. In any case, I find it much faster to use when it's a resource I use a lot; It's *really* useful when putting together texture shaders and combiners and such.
Link to this page from tutorials and mapping topics, for example:
[[Legacy:Set The Resource Property|Set The Resource Property]] LevelInfo -> Screenshot to texture Package.MyPicture