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    Destroy actor AND spawn actor blueprint.

    Hi guys

    I have an issue in the engine, where I need to destroy an actor, when in a certain point of the level and then spawn it again afterwards.

    Ok so, the scenario is, that I have a big outside area, that needs to have certain outside elements,outdoors lighting, like fog, music, rain particles, etc - And that works.

    But then I need to enter a building, and I need to disable those outside elements. The way I have done it, is by making a teleport that teleports me inside the building, I tried making it on a seperate level at first, but the load time between the levels are just too high for it to work properly.

    As you can see in the blueprint, I have made two teleport systems, one that takes me in, one that takes me out.
    Teleporting inside the building, and disabling the actors, using the Destroy actor node works perfectly fine

    However - My question is, how can I get those actors to spawn again, once I exit the building? Because as it is now, it works fine to teleport inside, but once I teleport out, the fog, light, rain etc is gone.

    #2
    Most of actors you can deactivate without destroying. Or toggle visible. So experiment what works for you. For lights you can make them movable, then turn on/off (but be carefull with many overlapping lights, it will kill framerate).

    So experiment with methods you want to hide/unhide your actors.

    But then you will need some system that does it for you instead of connecting each actor in level blueprint. That is why before going full speed on designing level with lots of those on/off graphs, you should learn blueprint communication, dispatchers and blueprintable components.

    Ps.
    Make list of exact actor classes you need to hide, there are differences about how you do it.

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