n00dHolster Extend Functionality

If you need a custom functionality than that of what’s included, there are a few things designed to make this easy for us and to build upon the framework.

Additional Functionality

It’s good practise to create a child of the included component if you’re intending on modifying it, so here we are childing BPC_N00dHolster and moving it into your own ProjectFolder

Make sure to reference your childed component in your character and that its correctly integrated with the necessary nodes (refer to SGK integration, or study the included character to see how we are doing this, just be sure so change the component reference to your new child component now instead)

Open up your shiny new BPC_N00dHolster_Child and under the override section type in custom. These results will handle anything additional that you want to do alongside the descriptive functions.



If we want additional meshes / attachments / custom physics / etc., to the static mesh components then we are also going to have to create a child of BP_N00dHolster_SlotActor and move that into our own project folder.



Make sure to reference your new slot actor class in the component on your character

Back in BPC_N00dHolster_Child on our overridable functions, this is what your custom implementation might look like. Here, we are accessing anything we need from the child to add onto process by getting the owner of the mesh component. 

In your BP_N00dHolsterSlotActor_Child, add things like attachments to the HolsterComponent so that you may reference and handle them back in BPC_N00dHolster_Child as exemplified in the screenshots below 

Overriding Core Functionality

When we override these functions, we override what happens on holster. So if you wanted to change the SlotActor to your own custom integration you could grab a skeletal mesh here instead of the static mesh.

Shown below are functions where we can handle overriding the setting of our meshes or attachment of attachments, etc. It will depend on what you want and need. Take a look at BPC_N00dHolster HandleHolstering and HandleUnholstering functions to see what is handled here to get an idea on how this can be approached. These are executed on the server

And in your BP_N00dHolsterSlotActor_Child, add things like skeletal mesh in the components window so that you may handle setting them back in BPC_N00dHolster_Child

For any questions and more information, join the discord!