I have a BP which consists of a tile mesh and some code. When you step on the tile, it moves down. Next time you step on it, it releases again.
I want to make a bigger asset consisting of 9 of these tiles, making a panel. Eventually, other copies of that asset, making a path.
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Attempt #1. I put 9 tile meshes into a BP and wrote a load of code to control them. Very messy. I had arrays of tiles, arrays of collision boxes. When the player triggers a collision, I have to figure out which tile it was. Yada yada yada.
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Attempt #2. I made a BP consisting of one tile mesh and some code. Very elegant coding. Behaves as expected. I then made 9 separate copies of the BP and put them in the world. Spent time carefully arranging them and then grouped the result. It works much better, but I can’t help thinking there’s some way to get the whole thing into one BP, rather than messing around with separate actors and grouping like this.
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Attempt #3. I made an empty BP and inserted the tile BPs as child actors. This gives me one thing I can drag around the level and duplicate, lovely. It works as expected, the tiles do function. But… I can’t talk to any of the children from the parent. I need to be able to manage the states of the children, ie, know when they are up / down, trigger events etc. I drag a pin from one of the child actors in the parent and can’t see any variables or events.
How is this ‘supposed’ to happen?..
Thankyou!