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Blutility/Call in editor, is there any way to actually save spawned components?

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    Blutility/Call in editor, is there any way to actually save spawned components?

    Hi,
    So I've realized I might have wasted my time on making a system that allows me to make randomized buildings in the editor with Blutility as I can't seem to find any way of actually saving the components I add with it.
    Is there any workaround to be able to save components that I add to the level with Blutility/Call in editor?

    I have a wonky workaround of using the Instance Tool by [MENTION=702]Nate[/MENTION] to turn my already instanced static meshes spawned with blutility into instance actors in the level which allows me to save them, but it's not a great way of doing it.

    I would love to get some help with this, there isn't much documentation on blutility.

    #2
    [MENTION=766]Sitrec[/MENTION], what engine version are you using? I tested with 4.15.2, HISMC instances spawned by blutility saved with level just fine.

    Here's the blueprint I'm using:
    Click image for larger version

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    It works for actor that already has valid ISMC or HISMC. (Don't add new ISMC/HISMC via blutility)
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      #3
      Originally posted by Nate View Post
      [MENTION=766]Sitrec[/MENTION], what engine version are you using? I tested with 4.15.2, HISMC instances spawned by blutility saved with level just fine.

      Here's the blueprint I'm using:
      [ATTACH=CONFIG]141257[/ATTACH]

      It works for actor that already has valid ISMC or HISMC. (Don't add new ISMC/HISMC via blutility)
      Oh fantastic, I didn't think of that.
      The problem was that I didn't add instances to a pre-made HISMC, I made them via blutility each time.

      Thank you!

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