How-To: Override Values Per Attack
Goal: change one number for a single attack without authoring a near-duplicate profile that differs only by that number.
1. Use the node's override pins
Crimson Warp To Target grows an Advanced input pin for every profile property tagged for exposure, seeded with the chosen asset's own value. Touch one and only that value changes for this activation; leave it alone and the pin is skipped entirely at compile time, so the asset stays the source of truth and a later change to the profile is not shadowed by a stale baked value.
| Pin | Typical reason to override |
|---|---|
Scale Band | This one attack reaches a little further |
Too Far Policy | This one should block rather than whiff |
Contact Offset | This attack swings with a longer weapon |
Arrival Tolerance | This one should commit even when nearly touching |
Max Turn Seconds | This one snaps onto the target harder |
Max Turn Seconds on the node to something obviously different from the profile's value and attack. The dev tool's Resolve tab reports the overridden value, and the profile asset on disk is unchanged.2. Expose a different property
The pins come from reflection, so the exposed set is not fixed in code. Tag a property with the ExposeOnWarp metadata and it becomes a pin - including a property you add on a Blueprint subclass of UCrimsonWarpProfile, which needs no C++ at all.
Create a Blueprint subclass of CrimsonWarpProfile and add your own variables to it. Use that subclass for your profile assets. Blueprint variables cannot carry C++ metadata, so a new pin for them requires the C++ tag below - but every property already tagged on the base class is available on your subclass's assets.
See also
- How-To: Tune Reach and Standoff
- How-To: Control Turn Speed
- API Reference