Originally posted by Majority
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how can I save a Level Blueprint to use later on another different level?
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zombie112 replied
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Majority repliedThanks 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
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pattym repliedHere'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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kcn repliedAh, 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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ActualZak repliedOriginally posted by Majority View Postany 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.
- Make a new Class Blueprint. For your first Component, add a Scene component. This gives you access to transforms as you need them.
- Add a Box component. I would name it something like "Trigger," but it's your call.
- Add your door mesh(es).
- Resize your Box component so it looks like a nice trigger volume and overlaps the doors fairly easily.
- 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)
- 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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DomusLudus repliedyou can change the sm_glasswindows and door initial location for dummy components.
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Jacky repliedOriginally posted by Majority View Postany 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.
https://wiki.unrealengine.com/Bluepr..._Door_Tutorial
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Majority repliedany 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.
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Shadow.Storm repliedOriginally posted by Majority View Postbut 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
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Majority repliedOriginally posted by erWilly View PostCreate a level with the blueprints and load in other map using stream levels.
that's not pratical, that's not what we want
Regards
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DomusLudus repliedCreate a level with the blueprints and load in other map using stream levels.
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Majority repliedOriginally posted by kcn View PostThe 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!
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
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kcn repliedThe 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!
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