Attaching actors together

I have this elevator blueprint with buttons that move it trough various floors. I want to parent button actors to the elevator actor, so that buttons move with the elevator. I tried using attach function in the outliner, but it only works in editor and buttons don’t move when elevator moves in runtime. Anyone knows how to properly attach the buttons?
image

Normally ( and more easily ), the buttons would be part of the blueprint :slight_smile:

Unfortunately I need button amount and position to be completely customizable, so this is an easier way than fiddling with how to make each BP component have it’s own world transform

It could be because you’re focusing on world transform, it seems difficult to position the lift buttons.

You can do it with relative location, and then be able to set them from the blueprints variables

lift

I’m aware it’s a crap lift…

I see. That could work, but still doesn’t solve the number issue. I could add like 20 buttons to an elevator and hide 17 of them when not needed, but that just seems really unnecessary.

I’m currently trying out something like this in the button bp:

It should work, not quite sure what the problem is.

I would advise against separate button BPs, unless you specifically have something in mind, though.

Are you thinking of a grid, or just a vertical line of buttons?

A grid most likely. Lead dev is very lenient on details of what he wants, so I’m doing most things half-blindly

Apparently that just attaches the actors in an outliner just like doing it automatically, so it doesn’t work :face_with_diagonal_mouth:

lift2

Terrible code, don’t copy it. It’s just the idea.

I will also try attachment…

Ok, all I did was manually attach my lift button BPs to the lift:

image

lift3

:neutral_face:
How did it work for you? What did yo use for moving the door mesh?

I’m moving the whole actor

They’re attached to the actor, not the door.

Hmm… :thinking:
Will try that out

And it works in the construction script

But you need ‘keep world’.

Works perfectly fine now :heart:
I forgot that mesh isn’t the root, so mesh was moving but root stayed in place :man_facepalming:
Thanks for that