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    Disabling Components and Reactivating them.

    Disabling Components and Reactivating them.

    Alright! In Unity you've got the ability to access a game component and disable, I know this function exists in UE 4 as the following "UActorComponent" I'm just wondering has it been exposed to blueprints?

    Currently this is how I'm disabling a game component, Its slow and sloppy because for a small amount of time you've got the visuals still active. Rather than having to Rewrite this function in C++ I'd at least like to know if its possible to do so in blueprints?

    Click image for larger version

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    #2
    Hello,
    Maybe by toggle your variables : empty / variable instead of toggle : collision / visibility ?

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      #3
      There isn't an Activate / Deactivate Component node?

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        #4
        Originally posted by Fen View Post
        Hello,
        Maybe by toggle your variables : empty / variable instead of toggle : collision / visibility ?
        I don't understand what your trying to say. "ToggleByEmpty"? I don't think that exists as a node.

        Just post your logic as blueprints.

        Originally posted by Yggdrasil View Post
        There isn't an Activate / Deactivate Component node?
        That's what i was thinking? There is an Active/Deactivate node but it doesn't work in this context tried plugging it in previously but it has no noticeable results.
        Last edited by Sims_Doc; 08-17-2015, 10:46 AM.

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          #5
          hey, im having the same issue. Have you found a fix yet? thanks!

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