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Set The Resource Property

This is a Basic Procedure tutorial page. It explains how to perform a single procedure which is required in many different contexts.

Overview

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

Instructions

To set one of these properties:

  1. Open the [resource browser]? for the type of resource, eg the Texture Browser
  2. Find and select the resource, eg the texture you want to use
  3. 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)
  4. A little Use button appears at the right-hand end of that property's field.
  5. Click on the button. The field should now fill with text.
[interface-Ed3-propertywidgets-resource]

The resource property is set.

Tips

  • You can treat the text that is stored in the resource field like ordinary text: you can copy and paste it to other properties.

Related Topics

Linking

Link to this page from tutorials and mapping topics, for example:

 [[Set The Resource Property]] LevelInfo -> Screenshot to texture Package.MyPicture

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