Is it possible to communicate a blueprint in an actor that is in the level with an actor that is in the content browser?
Hey there @VoltaireS.1! Welcome to the community!
So to understand your question a bit better, are you trying to just read data from an actor class that’s not yet instantiated at runtime? Or are you attempting to make changes to say a parent class and have it propagate to it’s children in scene?
As the BP classes in the content browser aren’t running during runtime, it’s limited what you could communicate back and forth. You could have a reference to that class to be able to create one and things of that nature, but most other means of communication not so much.
Exactly that, I would like to get some information from some actors in the content browser. For example the scale of some component and use in another actor in the level.
Hi, there’re many ways of Actor communication, simple way like you can use a reference to the actor you want to communicate with. And you can use an event dispatcher, with the level blue print maybe. And you can use the interface function, BPI. Also maybe even through network communication.
The actor must be spawned to interact with, so in the content browser you have it as the asset, you can access it with asset path, to create an instance of it.
OK, this is for production purposes, you can use Python for this.
Is this for a utility for production or in game? Because if you’re working on say a plugin to be able to set the scale of something in scene to something in the content drawer you’d definitely have to use either python as Tom was saying or editor blueprints, but that wouldn’t be useful during runtime.
If you are speaking about it at runtime, the scale of the asset won’t change before runtime usually, so you could just set the defaults as such until you initialize and instantiate the class you were planning to use.
Let us know if we misunderstood!