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[Suggestion] Allow Type Input For Defined Event Nodes #72

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CG-Tespy opened this issue Jul 31, 2024 · 2 comments
Open

[Suggestion] Allow Type Input For Defined Event Nodes #72

CG-Tespy opened this issue Jul 31, 2024 · 2 comments

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@CG-Tespy
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As things are at the time of this writing, you need to set a restricted event type for Defined Event Nodes. I think it'd be good if you had the option to instead pass in a variable of the event type.

As for a use case... Suppose you have a script graph that moves a UI window on screen in response to a global event. It also triggers a different event when it decides to move OFF screen. Without the option to pass in variables for the type, you'd have to clone the graph asset for each menu you want to apply that functionality to. But with the option, you could just use the same graph asset for different menus.

@S2NX7
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S2NX7 commented Aug 1, 2024

As things are at the time of this writing, you need to set a restricted event type for Defined Event Nodes. I think it'd be good if you had the option to instead pass in a variable of the event type.

As for a use case... Suppose you have a script graph that moves a UI window on screen in response to a global event. It also triggers a different event when it decides to move OFF screen. Without the option to pass in variables for the type, you'd have to clone the graph asset for each menu you want to apply that functionality to. But with the option, you could just use the same graph asset for different menus.

So like a custom event but instead of inputing a game object you input the event type?

@CG-Tespy
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CG-Tespy commented Aug 1, 2024

You don't input a game object in a custom event. For clarity's sake, here's an example of the event node I was talking about: https://imgur.com/a/9OOjIaf

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