I have an exploding barrel BP.
If I create a child from that BP and edit the event, to change explosion “size”, it changes the original BP also.
So how can one duplicate that BP but also make it “unattached” to the original one?
I have an exploding barrel BP.
If I create a child from that BP and edit the event, to change explosion “size”, it changes the original BP also.
So how can one duplicate that BP but also make it “unattached” to the original one?
Hey @Lestat8649!
Can you show us your process here? There is no reason that overriding an event should affect the parent event. Show us what you’re doing in any way you can: Pictures, a step-by-step list, maybe a video!
This is the emitter part of the events. The explosion setting at the top, if i create a child from the main Bp_barrel say called BP_barrel_child, and change that emitter/explosion setting it also changes the main BP_bartrel. So how do I duplicate BP_barrel but it also is a separate entity as far as emitter setting.
Change the Scale value with a Variable!
Create a Vector Variable called “Explosion Scale” (on the parent).
Set the default value for the parent here, then hook that into the spawn using the Scale pin.
Next, create a child, and on the child open your “Class Defaults”.
Here, change the “Explosion Scale” Vector to your new size!
Hope that helps!