Adjusting component transform in blueprint when relative transform needs to be same

Still in the learning curve of making blueprints. I’m having trouble with adjusting the location of the spotlight components in the blueprint after having fixed the relative transform of the main static component I’m trying to attach to.

I have attached some screenshots along with this post. Im making this blueprint for a spotlight track lighting where I can adjust the length of the track and increase and decrease the number of spotlights according to my project on a single blueprint.
https://imgur.com/C5YMyKV

The error occurs from this point on.
Imgur

And looks like this in the editor.
Imgur

Any suggestion(another way) or help with this would be greatly appreciated. I’m all out of ideas to proceed with this.

I can’t quite see what the problem is. Do you want to be able to adjust the transform of the spot relative to the mesh?

I want to adjust the location and angle of the spotlight component(not the static mesh component) like the second picture for reference. The one on the right is from another blueprint I made where I only stacked the spotlight mesh and the spotlight component together without creating any construction script or event graph, but in that, I had to create 3-4 separate blueprints and use them separately everytime I needed to place a spotlight track lighting in my project. I wanted to create a single blueprint where I can simply adjust the settings of the blueprint(like a procedural mesh). Everything was fine in the blueprint until I added the spotlight component (for light), and I cant seem to figure out the solution to bring it to a position to match this.
Imgur

Imgur
Ideally, I want it to look like the one in B(which is a blueprint without the scripts), and not A(the blueprint with the issue).
Would you happen to know any solution to this? I would be grateful for any suggestions or help.

Ok, just to get the real spot in line with the mesh.

Very easy, once the mesh is set up correctly. Basically, you need the X axis pointing out of the part where the light comes out. Then you can just give them both the same transform.

OR: You can add a scene component, which is pointing the right way, and attach the mesh and the light to that, with the same transform.

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Sorry if I didn’t make myself clear, I have attached a video showing the function of the blueprint. I want the location of the spotlights in relative to the mesh, but not in an exact X=0.0, Y=0.0, Z=0.0 location. The problem is that I want to be able to adjust the angle of the spotlight component without compromising the ability to move the spotlight component together with the mesh(increase the numbers etc).

Yes, precisely.

If you have the pivot setup correctly on the spot mesh, you can use the same transform for the light.

Otherwise you’ll need to add a transform which is configurable.

I don’t suppose you can attach that spot mesh as a uasset file here? ( Then I’ll take a look ).

Thank you, I’ll try to look into the scene component(haven’t used one before). I hope it works.
I’ll attach the spot mesh too.
ST_Lgt_Spot.uasset (106.2 KB)

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Ok easiest thing to do is to make a blueprint with the spot and light correctly aligned. Then add this BP along the spline ( or bar mesh ).

( If you fix the mesh pivot, then you have location problems instead :slight_smile: )

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Blueprint

Blueprint for chain

Result

spot

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PS: If you put an event like this in the light BP

then you can call it from the construction script of the parent

spot2

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Thank you so much for the solution!! I’m sorry for the late reply since I had to leave work at the time I sent the last message. I tried it this morning and it works!! Thank you so much once again!! Theres so much to learn, and I’m so grateful that angels like you exist to help newbies like us. :slight_smile:

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You’re welcome :smiley:

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