Patch config (configuration)

Patch configurations are asset types where every configuration is based on a parent patch. Selected fields can be overridden by patch configurations and keep the behavior of the patch, but with some altered properties. Configurations can also be created from other configurations to create more generations of children with unique properties. You can check and uncheck fields to make them overridable in a configuration child by clicking the configuration buttons to the far right of each field. Close to the right of each field is a reset button if you want to reset back to the parent's value.

  • To create a Patch Configuration, right-click on a patch that you want to create a configuration from, inside the asset browser, and select “Create new patch configuration”.
  • Right-click on a patch configuration to rename or remove it.
  • Double-click a configuration in the browser to open it.
  • You can also create configurations from other configurations by right-clicking on a configuration in the asset browser and selecting “Create new patch configuration”.
  • For the configuration names, “_Config” will automatically be added after the patch or configuration name as the default name for the configuration, but you can rename it as well if you like.
  • Configurations do not allow you to reroute nodes from their parent and are therefore not in a node graph. Instead, it is a list of the fields you have chosen to be inherited from the parent patch or parent configuration.
  • From the game’s point of view, when selecting a patch on a sound component, it makes no difference between patches and configurations, since they are used in the same way on a sound component; they are just different in content or settings. 

Examples:

  • If you created a footstep sound for the right foot and then want to make a left foot with the same behavior but with other recorded samples, instead of duplicating the footstep patch and then needing to update both whenever you want to make a change to the footstep system, you create a configuration of one foot. The logic will then be kept, and you can choose to only replace the sounds. This way, you will only have to update the logic in one patch and let the change be inherited down to the configuration. A more logical alternative could be to create just one “foot” patch and then two configurations, one for left and one for right, since you might be thinking of them as an equal pair instead of something with a parent and child relation.
  • Another example could be that you have a “Car” patch with all the basic functionality of a car, like the engine rumble sounds, gear sounds, tire sounds for turning or breaking, etc. Then, for each car model, you create configurations of the car patch so you can replace the engine sound, the sounds the tires make when turning or breaking, change it to fewer or more gears, different pitch values, etc.

Was this article helpful?

Give feedback about this article