### Disable Help Panel in Player Controller Source: https://imaginaryblend.com/fluid-flux-documentation Add this logic to the 'Begin Play' event in your FluidFluxPlayerController to hide the help panel. This ensures the panel is not visible after the game starts. ```blueprint Add ToggleVisible in "begin play" FluidFluxPlayerController ``` -------------------------------- ### Configure BP_SDFVolumeDomain for Glass Source: https://imaginaryblend.com/fluid-flux-documentation This configuration step is crucial for setting up the SDF volume domain to interact with the water surface actor. Ensure the domain's attributes (location, resolution, texel size) cover the desired glass cutting area. ```blueprint Target Actors: Add item pointing to BP_FluxSurface ``` -------------------------------- ### Configure Hair Strands Post-Process Order Source: https://imaginaryblend.com/fluid-flux-documentation Use this console command to ensure the post-process for hair grooming systems completes after all grooming materials are finished. This is crucial for projects utilizing hair or similar systems. ```ini r.HairStrands.ComposeAfterTranslucency 0 ``` -------------------------------- ### Implement Vehicle-Player Interaction Source: https://imaginaryblend.com/fluid-flux-documentation The possessing system requires adding the 'BP_FluxDriverComponent' to the player pawn. This component binds to the 'OnInteractionEvent' to act as a bridge between the vehicle and the player, enabling possession. ```blueprint The possessing system requires adding BP_FluxDriverComponent to the player pawn. This class is used for binding OnInteractionEvent, which is executed when the input is activated. This simple class acts as a bridge between the vehicle and the driver. ``` -------------------------------- ### Add Glass Tube with BP_SDFOutline Source: https://imaginaryblend.com/fluid-flux-documentation This configuration involves using BP_SDFOutline for spline-based glass tubes. Add BP_SDFOutline to SourceActors in BP_SDFVolumeDomain and BP_FluxGlassSplineActor to the level, setting its MeshCrossectionSDF. Adjust BP_SDFOutline's parameters for precision. ```blueprint Add BP_SDFOutline on the map. ``` ```blueprint SourceActors: Add new item and set its reference to BP_SDFOutline ``` ```blueprint Add BP_FluxGlassSplineActor and set the MeshCrossectionSDF in it. ``` ```blueprint CapturedActors: Add spline actors to the list. ``` -------------------------------- ### Switch Game Mode Controller Source: https://imaginaryblend.com/fluid-flux-documentation If you are using a custom game mode, ensure your level's game mode (controller) is set to your custom controller instead of the demo controller to disable the help panel. ```blueprint Switch the game mode (controller) in your level from the demo to your game controller. ``` -------------------------------- ### Add Box/Sphere Glass Container Source: https://imaginaryblend.com/fluid-flux-documentation Use BP_FluxGlassBox to create a box or sphere-shaped glass container. Add this actor to the SourceActors list of BP_SDFVolumeDomain to enable the domain to read its shape data. Multiple actors can be added. ```blueprint SourceActors: Add new item and set its reference to BP_FluxGlassBox ``` -------------------------------- ### Remove HUD Widget Creation Source: https://imaginaryblend.com/fluid-flux-documentation To disable the help panel, remove the 'Create BP_HudWidged' node from the player controller's event graph. This prevents the widget from being spawned. ```blueprint Remove the "Create BP_HudWidged" node in the player controller ``` -------------------------------- ### Update Steering Logic for Vehicle Movement Source: https://imaginaryblend.com/fluid-flux-documentation The 'UpdateSteering' function in the motorboat vehicle implements movement by converting input into motor force applied to the propeller's virtual location. This function is crucial for controlling the vehicle's direction and speed. ```blueprint The movement of the motorboat vehicle is implemented in the function UpdateSteering, which converts the input to the motor force applied to the virtual location of a propeller in the water. ``` -------------------------------- ### Refresh Signed Distance Fields Source: https://imaginaryblend.com/fluid-flux-documentation After configuring actors and their relationships, click 'CaptureDistanceFields' on the BP_SDFVolumeDomain to refresh the signed distance field based on the current geometry. This step is essential for applying changes. ```blueprint CaptureDistanceFields ``` === COMPLETE CONTENT === This response contains all available snippets from this library. No additional content exists. Do not make further requests.