Ran into an issue recently that I'm hoping to find a solution for. Basically I have a blueprint actor with its parent class set to "Placed Editor Utility Base" so that it ticks properly while I'm working in editor. This works perfectly in every way but unfortunately this actor only ticks in editor and does not tick in game. Is there a way to get these actors to tick properly in game?
Basically this actor gathers all actors in the world through ticking in editor, gets those actors values in real time. It gives them ID numbers and passes all of their information into material parameter collections. It does all of this flawlessly in editor but it does not do so in game because neither event tick or begin play trigger properly on these actors.
I can convert the blueprints Parent Class to be Actor so that it ticks in game but I lose the actors entire purpose at that point.
I've also tried setting this blueprints class to Actor and then on all of the actors it gathers info on turned on their construction scripts to call a custom event on the blueprint which works mostly for what I need but unfortunately deleting any of these actors leaves things broken as no info gets passed correctly at that point.
So I guess overall my question would be, is there a way to get these "Placed Editor Utility Base" actors to work properly with begin play/event tick, OR is there a way to get regular Actor blueprints to use event tick while in editor as well?
Basically this actor gathers all actors in the world through ticking in editor, gets those actors values in real time. It gives them ID numbers and passes all of their information into material parameter collections. It does all of this flawlessly in editor but it does not do so in game because neither event tick or begin play trigger properly on these actors.
I can convert the blueprints Parent Class to be Actor so that it ticks in game but I lose the actors entire purpose at that point.
I've also tried setting this blueprints class to Actor and then on all of the actors it gathers info on turned on their construction scripts to call a custom event on the blueprint which works mostly for what I need but unfortunately deleting any of these actors leaves things broken as no info gets passed correctly at that point.
So I guess overall my question would be, is there a way to get these "Placed Editor Utility Base" actors to work properly with begin play/event tick, OR is there a way to get regular Actor blueprints to use event tick while in editor as well?
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