I’m investigating how to get some simple procedural buildingblock levels going on. i’ve made a * Room * blueprint with a few meshes in it, and added a visible vector var to act as an * attatchment point *
then i made another blueprint, with an AddChildActorComponent node which adds a Room blueprint.
what i would like to do, is get at the vector var inside this blueprint i’ve added dynamically, so i can use it as a location to add the next Room blueprint, and so on and so forth.
however i can’t seem to get at the vector var in the dynamically added blueprint. i have looked at GetChildActor but it doesnt seem to do what i need. can anyone think of a way to get at the vector vars inside this dynamically spawned blueprint? or maybe there is another kind of component i should use?
i understand that casting would allow me to “expect” a variable to be available based on a template… but i have no idea how that would work in this case.
here i’ve shown the component setup of the Room1 blueprint on the left, and on the right - is this how i would cast to the appropriate blueprint type?
ok, fiddled some more, and found out how to get to the stuff i need using casting, but this setup is still not working as desired.
the debug print node outputs 3 different locations as expected, but the newly added room1 blueprints are not being moved to those positions
(changed Room1’s “attatch point” object to a scene object instead of a vector var, in order to get a transform)