If its transforming a static mesh, its pretty straight forward as you can add a static mesh as component in BP.
However the issue comes fro me when I need to transform an Assembly of object.
Say I wanted a door opening blueprint, that open a door via its hinge when I click on it.
The door should be made up of the door, & a door handle (keep things simple)
When I activate the door to open, the door handle should turn, then the door rotate outwards, then the door handle rotate back to original position.
Before we begin, even begin, what exactly is the best way to make a door assembly.
There are 3 methods that I know of for assembly objects, each I find problem with.
A) group objects, Good for non interactable static objects, but I do not think you can transofrm a group in gameplay. You can’t even name it, non drop it into a BP component editor
B) Attach.to. Child tranform link to parent, cool, but you can’t copy them, But most importantly, you can’t drop them to teh BP conponent editor.
c) Use BP. I thought this is the answer. It shows up in content browser, so you can place it anywhere, & migrate to other project.
However, soon I realised, like the A & B, you cannot drop a BP as component into another BP. You can however make a variable for it, & edit the transformation of each compoent in it I guess.
The workaround I guess, is the BP ‘prefab’ is also the BP door Opening. So instead of trying to create a BP_DoorAssemby, & a BP_doorFrame, then try to add them as component in a BP_DoorOpeningMechanic (which you can’t anyway), you assembly both the doorAssy & DoorFrameAssy into a single BP, piece by piece, e.g Door hinge is parented to wooden Door. Then its easy, as you have access to all transformation of each mesh actor in the BP.
d) Also what happen to prefab?
Did I just answer my own question in ‘C’. LOL, or there are better approach for making transformable objects in class BP, I would like to hear it,