Portal Handbook
What’s New
Getting Started
How to Guides
Components
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Animation
Animation Components are used for anything that has complex animation data and uses a skeleton. Animation Components have a complex Skeleton inside which helps move the vertices of the Skeletal Mesh to match the current animation.
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Audio
An Audio Component is used to create and control an instance of sound. For example, say you wanted a particle sfx that resembles a crackling campfire fire in your scene.
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Camera
The Camera Components add a camera perspective as a sub-object to an Entity. For example, you could use Camera Components to switch between multiple cameras in your scene during gameplay.
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Gameplay
Gameplay Components are a framework for building the types of attributes that you might find in an RPG or goal-based gameplay setup. Examples include collectibles and finish flags for level progression.
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Gravity
The Gravity Components are used to affect global or local gravity within a scene. For example, a Spline Gravity Component allows you to push a player or dynamic object along a path (spline) in your scene.
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Light
Different types of Light Components will allow you to add a light source as a sub-object to an Entity, depending upon the effect you aim to achieve this can vary from directional lights (sun) or a simple candlelight (point light).
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Physics
The Physics Components are used to affect any objects that are utilizing physics in your level in varying ways. For example, a Constraint Component is a joint that allows you to connect two rigid bodies together.
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Primitives
Primitive Components can be used to create basic shapes or triggers around other objects, indicate debug information in design or create paths within a scene.
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Splines
Spline Components provide creators with a way to draw splines within a level. This is particularly useful for designating paths for moving objects, such as platforms, characters, or cameras.
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Text
Text components can be handy for a variety of use cases. They can be a simple tutorial located within your world to a complete sign that covers a wall in your scene.
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Vehicle
Vehicles can be assigned to a spawn point or be possessed within a scene to interact with. This section covers the modular components used to construct and interactive with vehicles in your scenes.
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