BP_HeatMapToken

Description:

This blueprint is a token for the crime heatmap. For each cell, one token will be spawned if the heatmap is generated. Each token will then be colored according to how many crimes are around it. If you want to change how the tokens behave, you can do so in here. Also, you find the material used here (M_HeatMapTranslucent). If you want to edit how it work, you can duplicate the material and adjust e. g. the colors that are used for the heatmap display inside the material graph. Then, you can make your own child deriving from this blueprint using your material.

Functions:

AddWeight:

Called from BP_Coala -> AddHeatMapForCrimesMacro to adjust the weight value of this token accordingly to the available crime data.

Init:

Called from BP_Coala -> AddHeatMapForCrimesMacro to save the crime render config and set up the material instances as well as adjust the position if there is an offset.

Events:

UpdateAfterInitComplete:

Updates Visibility and triggers scaling animation when HeatMapType in CrimeRenderConfig is set to "Pillar".

Tick:

Is usually turned off. Activated by UpdateAfterInitComplete to do the grow animation for the token.