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#

Type

Description

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#

Type

Description

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