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