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how can I save a Level Blueprint to use later on another different level?

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  • replied
    Originally posted by Majority View Post
    Thanks a lot guys, it worked
    thanks for your precious time trying to help me to understand Blueprint,
    I came from Cryengine Flowgraph and i must say that for me Flowgraph is easier than Blueprint, Flowgraph has more logic, but its just me

    Thanks again guys
    It's all a matter of what you're used to. Once you get used to everything in Blueprint you probably won't want to go back :P After these few days of playing with UE4 I can say I like it a lot more than any other engine I've used, and I used to be really partial to Cryengine over UDK or Unity.

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  • replied
    Originally posted by gregdumb View Post
    Wish granted.



    Another example of excellent community interaction on the part of Epic. Nice going guys
    nice, but why unreal vegetation (trees, flowers, grass) looks like static plastic?

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  • replied
    Originally posted by Majority View Post
    I wish there was more blueprints available to share... that would make the level design easier.
    Wish granted.



    Another example of excellent community interaction on the part of Epic. Nice going guys

    Leave a comment:


  • replied
    Thanks a lot guys, it worked
    thanks for your precious time trying to help me to understand Blueprint,
    I came from Cryengine Flowgraph and i must say that for me Flowgraph is easier than Blueprint, Flowgraph has more logic, but its just me

    Thanks again guys

    Leave a comment:


  • replied
    Here's something I threw together. If you want to set the location of the trigger just add an addition component such as an arrow or scene component. Then you can set the relative location of the trigger as well.




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  • replied
    Ah, I see what you mean about the trigger box's transform being frozen when it's root; I didn't notice that.

    Here's what I've done; it's working with multiple instances:

    Components:



    Construction Graph:



    Event Graph:



    I've set some arbitrary component (a box with collision and all that set to ignore; I don't know if this is the best way to do this, but it works) as the root and have the glass and the trigger box both as children to the root. This let's the glass move independent of the trigger box. I use the construction graph to initialize my glass transform variable. Finally, the event graph handles the rest as you might expect.

    Let me know how it goes for you!

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  • replied
    Originally posted by Majority View Post
    any idea how to make a sliding door to work on a class blueprint?
    I wish there was more blueprints available to share... that would make the level design easier.
    Lauren kinda already gave you the answer already, but let me expand a bit and see if that helps.
    1. Make a new Class Blueprint. For your first Component, add a Scene component. This gives you access to transforms as you need them.
    2. Add a Box component. I would name it something like "Trigger," but it's your call.
    3. Add your door mesh(es).
    4. Resize your Box component so it looks like a nice trigger volume and overlaps the doors fairly easily.
    5. In the Box component's collision properties, set Collision Presets to custom. Use the checkboxes to set EVERYTHING to Ignore, but then set Pawn to Overlap. (this means it'll only work when pawns walk into it)
    6. Really, from here, it's just like you set up in Level Script. You're just going to select your Box Component and right click in the graph to create your BeginOverlap and EndOverlap events.


    Once you're finished, you get a modular door that you can drop anywhere.

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  • replied
    you can change the sm_glasswindows and door initial location for dummy components.

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  • replied
    Originally posted by Majority View Post
    any idea how to make a sliding door to work on a class blueprint?
    I wish there was more blueprints available to share... that would make the level design easier.
    Something like this?

    https://wiki.unrealengine.com/Bluepr..._Door_Tutorial

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  • replied
    any idea how to make a sliding door to work on a class blueprint?
    I wish there was more blueprints available to share... that would make the level design easier.

    Leave a comment:


  • replied
    Originally posted by Majority View Post
    but Unfortunately it's not working, if i have my trigger box as the root for my class blueprint I cannot resize, rotate or move the trigger box
    What I usually do with my Class Blueprints is set a SceneComponent as my root component. This lets me resize components like StaticMeshComponents and BoxComponents just how I want them to look, and helps with calculations like changing position and rotation. The SceneComponent is in the Add Component dropdown under Utility.

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  • replied
    Originally posted by erWilly View Post
    Create a level with the blueprints and load in other map using stream levels.
    Then if I just want to share my blueprint I must share the whole level, just because 1 blueprint?
    that's not pratical, that's not what we want

    Regards

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  • replied
    Create a level with the blueprints and load in other map using stream levels.

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  • replied
    Originally posted by kcn View Post
    The class blueprints are really the best analogy to the prefab that you're wanting. The OnComponentBeginOverlap and OnComponentEndOverlap nodes should work just fine for triggering the animation.

    If you tried and something unexpected happened (or something expected didn't happen), can you post a screenshot of your graph?

    Edit:

    Try having your trigger box as the root for your class blueprint and putting the glass as child to it (this will maintain the position of the trigger box) and then, triggered by the box's OnComponent(Begin|End)Overlap, have the timeline set the relative location of the glass. Additionally, have the "door initial location" variable set in the ConstructionScript of your class blueprint.

    Hopefully this clears up whatever problem it was giving you!
    Hi, thanks for your time trying to help me

    but Unfortunately it's not working, if i have my trigger box as the root for my class blueprint I cannot resize, rotate or move the trigger box
    I'm really new to this Blueprint thing, but I want to learn
    here is the screen shot from the Level Blueprint (It works OK):


    here is the screen shot from the Class Blueprint (not working):


    I addition I also send to you the class blueprint file: https://drive.google.com/file/d/0B7W...it?usp=sharing

    thanks again
    Last edited by Majority; 03-26-2014, 04:39 PM. Reason: change image (error details)

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  • replied
    The class blueprints are really the best analogy to the prefab that you're wanting. The OnComponentBeginOverlap and OnComponentEndOverlap nodes should work just fine for triggering the animation.

    If you tried and something unexpected happened (or something expected didn't happen), can you post a screenshot of your graph?

    Edit:

    Try having your trigger box as the root for your class blueprint and putting the glass as child to it (this will maintain the position of the trigger box) and then, triggered by the box's OnComponent(Begin|End)Overlap, have the timeline set the relative location of the glass. Additionally, have the "door initial location" variable set in the ConstructionScript of your class blueprint.

    Hopefully this clears up whatever problem it was giving you!
    Last edited by kcn; 03-26-2014, 03:53 PM. Reason: some tips

    Leave a comment:

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