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BP Master Item | Meshes | Best Practice?

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  • replied
    Originally posted by Nsomnia View Post
    A highlight material like an outline? Thats usually done with a custom render depth pass on a per static mesh instance.

    Either way it sounds like your referencing an actor in the level blueprint by selecting it then going into the level BP and using its reference from the RMB context menu. You can of course do that from most any blueprint. Create an actor blueprint and cast to it. If its a character your getting a reference to for example -> get player character -> cast to yourCharacterBP then you can communicate directly with yourCharacterBP from the actor BP you created.

    An inherited mesh should allow you to do most everything. HAve you tried dragging the inherited mesh from the components panel into the graph then dragging off it and something like -> set physics enabled or what have you.
    Yes, I was able to setup the outline material without problem, but I was curious if I could set it up on the master, when there is no mesh on the master, only on the children.

    And if I try and drag the mesh from the components panel (on the child) into the graph, i get an error something along the lines of "Not allowed". I am not at home right now but I am pretty sure that is what it says. I will take a screenshot when I get back home.

    Thanks for the information!

    Leave a comment:


  • replied
    A highlight material like an outline? Thats usually done with a custom render depth pass on a per static mesh instance.

    Either way it sounds like your referencing an actor in the level blueprint by selecting it then going into the level BP and using its reference from the RMB context menu. You can of course do that from most any blueprint. Create an actor blueprint and cast to it. If its a character your getting a reference to for example -> get player character -> cast to yourCharacterBP then you can communicate directly with yourCharacterBP from the actor BP you created.

    An inherited mesh should allow you to do most everything. HAve you tried dragging the inherited mesh from the components panel into the graph then dragging off it and something like -> set physics enabled or what have you.

    Leave a comment:


  • started a topic BP Master Item | Meshes | Best Practice?

    BP Master Item | Meshes | Best Practice?

    Hello all, I am having a few difficulties trying to figure out the best method for accomplishing a few things.
    Before I describe what I have already set up, let me specify what I am trying to accomplish..

    I want the child actors of my BP_MasterItem to be able to simulate physics and I also want to be able to use the Highlight Material from the Example Projects on the mesh of the children.
    ::
    I have a "BP_MasterItem" that simply contains a Scene Component and a Sphere Collision Component. I am adding the Skeletal Mesh Component to each child rather than setting a blank Skeletal Mesh on the Master and assigning the mesh on the child.
    The reason for doing it this way is that if I use a blank skeletal mesh on the master, whenever I try and use that mesh in blueprints, it says its not allowed. My guess is that because the mesh is inherited?
    Because of that I am just adding the Skeletal Mesh Component to the children. And when I try to enable "Simulate Physics" on the mesh of the child (which is not the root, scene component is) it does not behave as expected.

    Maybe I am going about setting up the master the wrong way?

    on the topic of the Highlight material:
    The way that I have found it working is to set it up in the level bp with a reference to the item. Is it possible that this can be done outside of the level bp? Maybe on the BP_MasterItem? Because as far as I can tell, you have to reference all the items in the map that you want to use the Highlight material.

    I apologize for the long thread, but any information would be helpful!
    Thank you mucho!
    Matt
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