😀Emotes

Emotes allow players to express themselves in game with a various animations.

Emotes come in two flavours: standard emotes and coop emotes. Stardard emotes simply play an animation on you player character. Coop emotes allow you to play animations synced with another player character.

Setting Emote Selection

The emotes available to a player in your game can be configured on the BPC_ODK_EmotesComponent on your player render target actor. You can configure the ODKEmoteCollection property on the component by selecting the PDA_ODKEmoteCollection asset you desire. Make new derived instances of PDA_ODKEmoteCollection in your project to define what emotes are available.

Setting the emote collection on the player render target

Overriding Emote Selection

This will be refactored soon.

You can override what emotes are available by using the override functions: OverrideEmoteSelection, RemoveEmoteSelectionOverride and, RemoveAllEmoteOverrides. When calling OverrideEmoteSelection, you need to pass in a S_ODK_EmoteOverride struct that contains emotes you want to be available in your emote selections.

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