Variables

What’s variables?

Variables are properties that hold a value (Float, Integer, Boolean, etc) or an object (in Odyssey, this object will be Texture 2D or an array of Texture 2D). These properties can be accessible internally to the Blueprint containing them, or they can be “exposed” to be accessible externally so that their values can be modified in a 2D Editor interface.

For example, here are the variable necessary to make a specific brush:

../_images/odysseybrush-variables-list.png

When this brush is loaded in a 2D Editor, we can see the exposed variables (the ones with an open eye):

../_images/odysseybrush-variables-exposed.png

To know more about variables in Unreal Engine, please read its online guide.

Odyssey Variables

In addition of Unreal Engine variables, you will also find specific Odyssey variables. Here is a quick overview.

../_images/odysseybrush-variables-odyssey.png

Structure

  • Odyssey Block Reference: to set and get an Odyssey Block.

  • Odyssey Color: to set and get specific colors.

  • Odyssey Font Character: to get and set a font to write text.

  • Odyssey Matrix: to get and set a matrix.

  • Odyssey Rectangle: to get and set a rectangle and crop a specific area froma block.

Enum

  • EOdyssey Alpha Mode: to get and set a list of Alpha modes (Back, Erase, Normal, etc).

  • EOdyssey Blending Mode: to get and set a list of Blending modes (Multiply, Color Burn, Overlay, etc).

  • EOdyssey Channel Depth: to get and set a list of Channel Depth (8bit, 16bit, float).

  • EOdyssey Color Model: to get and set a list of Color Models (RGB, HSL, CMYK, etc).

  • EOdyssey Handle Position Offset Mode: to get and set a small list of Handle Position Offset (Relative Fraction or Absolute Pixel).

  • EOdyssey Handle Position Reference: to get and set a list of Handle Position Reference (Center, Bottom Middle, Top Left, etc).

  • EOdyssey Resampling Method: to get and set a list of Resampling Methods (Nearest Neighbour, Bilinear, etc).

Object Types

  • Odyssey Brush Asset Base: in this category, only the Object Reference shall be used. It is really useful when making a Bluepring Function Library to give a context of use, especially to create specific Stamp nodes (such as “Kaleidoscope”):

../_images/odysseybrush-variables-odyssey-object-example.png