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Using Actor-Hierarchies: Where are the children runtime ?

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    Using Actor-Hierarchies: Where are the children runtime ?

    Hi,

    I am using a simple actor-hierarchy for an actor with which I want to interact with.

    The child-actor of my interactable actor is a simple waypoint-actor.

    Both actors are instantiated from two blueprints and assembled as a simple parent-child tree in the editor.

    In the editor both the hierachy and the visual representation are visible.

    However, if I am starting the game, the children are gone.
    Neither can I see the visualisation of the child, nor can I access it from code with the AActor::Children-Array (the array is empty).

    What am I doing wrong ? I guess that there must be some simple rules which I do not stick to?

    Any clues ?

    Thanks,
    ThisGuy

    #2
    Okay, I found out where my child-actors are.

    They are attached to the root-actor as UChildActorComponent components.

    I wonder why AActor::Children is empty, though.

    Why is my actor-hierachy flattened/disposed as soon as I leave editor-mode ?

    Is this by design ?

    Is there a documentation-chapter where I can read more about hierachies ?

    (e.g: What is the difference between blueprint-Hierachies, component-Hierachies and actor-hierachies?)

    Comment


      #3
      I am anwering myself:

      I found out, that you can use AActor::GetAttachedActors.

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