Blueprints Not Unique

I’ve created a Static Mesh called Window_Downstairs, and I migrated it to my other project. I then created a class with actor as the root. Clicked componants and added the Window_Downstairs Mesh to my Blueprint. After testing a simple print string when i press a key stroke, I i compiled and saved and draged a copy to my viewport in my project.
Here is the issue…
I dragged another instance into my project but now when i make changes to one , it affects both. What if I had 10 windows and each had there own unique way of openning. One could move up and down and one could move rotate on the Y axis and so on. How do i make each Mesh Unique? Do I create child instances? Can anyone understand what i’m saying and help me?

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That’s the point of blueprints. If you have 10 instances of one BP, that’s what they are, instances. So they’re basically the same thing. If you wanted 10 different types, you would have probably made 10 different BPs :blush:

If you want them all to have a similar purpose, but behave differently, you can either code it into the BP or use inheritance.

If you code it into the BP, that would mean you would add an option to slide, or pivot or whatever, and tick that option when you dragged it into the level.

If you want to inheritance, you would put all the common parts into the main BP, but then ( right click ) make children from that BP, and code the differences in each child.

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That’s it!
Code the Basic Operations and stuff and then Make children that have special functions. thanks.

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Well, I must say, I am very much a novice when it comes to knowlege of UE5. In short, I wound up not using child blueprints for I started getting confused what was being inherited and how were happening in real time.
I went to my so called sandbox project and made my windows with brush actors then once I had what I wanted , I duplicated it so as to save the original for editing, and then made a Static Mesh from the Group of brushes majing up the window. I made other duplicates as well.
I went to Migrate my newly made Static Mesh into my other project and created a blueprint using My newly imported Mesh.
I used a different Input Action key for the Right window and one for the Left window.
I forgot to mention, I migrated Three other windows with unique names and created three other blueprints as well.
I guess I’m just not educated enough yet to use one blueprint and chidren so as to have functionallity uniqueness between the four windows I have installed in my virtual house.
The way things work now is that I press the “L” key to open and close the left window and the “R” key for the right window. The two above them are stationary and are just meshes with no blueprints.
I add some Blueprint pics later if anyone wants to see what i did.

Ok, So, That’s it! This is what have and it works for me. I wish i could do a video in action. I’m happy the way things are working.

I hope I helped someone.

Cool, Here’s a video of what I’m Happy to share.

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I did add a print string to the Left window so as to know if it was pressed.

On another note, I do plan on doing something with the collion boxes. Maybe have the windows open/close automatically , but i like controlling with key input for now.

Very good indeed for a first attempt :star_struck: