*Note: I created the most of the tutorials using the Roboblitz and Gears of War editors. Based on the engine, and the version, some properties specified may be in slightly different locations than what is displayed in the screenshots.

If you need to learn how to create a basic map I would reccomend:
For UT99, UT2K3 & UT2K4: the Unreal Wiki.
For UT3: Waylon's Tutorials.



Named Variables




Named Variable are used to keep the same variable data in widely different locations in Kismet without spaghetti-lines tangling all the other actions/events, and can also be used in sub-seuqneces. However, they sub-sequences must be in a lower hierarchy than the variable for them to work. In other words, a named variable created in a sub-sequence would not register in the main kismet level.

• Named variables are always Black in Kismet (unless currently selected as in the figure below) until they are assigned a value, at which point they will change color to match the type of value. For example, in the images below, the named variable turned purple after I 'joined' it to an object variable.

• The Variable Name field is where you assign the Name of the Named Variable, and is done in the variable you want the named variable to take the properties of.

In the image below I am going to type 'Test' in the VarName field of the object.



In the image below, I have typed 'Test' into the 'FindVarName' of the Named Viable. It will 'find' the same name in the object reference VarName field I typed the word 'Test' into.

Now that the VarName of the object, and the FindVarName field of the named variable both match, the named variable changes from a red X to a Green Checkmark, indicating that it will now work.

• Note: In some versions of UEd, the named variable will not produce a green checkmark until both the object reference and the named variable are actually 'hooked' into a kismet system. In other words, both variables will need to be connected to actions and kismet closed and then re-opened for the green checkmark to display.