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👭NPCs

Table of Contents
  1. Turning an NPC into a Bitpart NPC

Turning an NPC into a Bitpart NPC

Each Bitpart archetype comes with their own spawnable character blueprint, but you can also turn your existing characters into a Bitpart NPC.

  • To make a custom Bitpart NPC, open the blueprint of your character and add a new component. Search for BP_BitpartCharacterComponent

An example of what the Bitpart section of the BP_BitpartCharacterComponent might look like
  • If you click on the BP_BitpartCharacterComponent and navigate to the details panel, there are a few properties that typically require edits. The properties are as follows:

    • IsPlayer = false

    • Bitpart Name: should be in all caps

    • Bitpart Role: roles are pulled from Coppola. If you're not seeing the desired role, be sure your domain asset has an updated version of the corresponding Coppola project.

    • Archetype

    • Bitpart Utterance Data Asset

    • Anim Set Tag: should align with the character's archetype, e.g. Bitpart.Archetype.Barkeep

  • Save the asset and exit the window. You should be good to go.

All existing Bitpart NPC blueprints have the BP_BitpartGazeComponent, which allows for head tracking. When creating a Bitpart NPC from scratch, like you did above, you can use your own head tracking component.

If you'd like to remove ours, deleting the BP_BitpartGazeComponent will effectively stop the behavior. You can message our support team if you'd like to pull it out completely.

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