Can't create array of splines

Hi everyone.
I have an object which follows a spline and I need to make possible change spline when it’s necessary.
I posted one year ago the same question to this forum and I solved but now I have lost that blueprint and now I must restart from 0.
So I created a call funcion “Get all actor of class” and I selected one of three splines. Than I made an array “Path_Array” and I assigned one of the array elements to a variable which is the active path. When I need I simply change the active path variable with another of array’s elements with the function "Get (a copy). So I think it should works.

But “Get all actor of class” seems to not working so the Path_Array wich I made an Instance editable contains only the path I selected in Get all actor of class.
Where I’m wrong?



Thank You

I tryed to make the same thing with other object class but still the same resoult. Funcion "get all actor of class " shows just the class I selected in Actor Class. Please can you help me ?

The get all actors of class will only gather the actors of that selected class and derived. If you only have 1 asset in the scene that is of that type then you will only have 1 array entry.

In the last picture you show getting the array and only getting the first element and setting it to the variable IMPOSTA. What is the logic behind only getting the first element and not a specific offset of the array?

If the array was populated by many actors you would still only be retrieving the first element.

Note that the get all actors of class and setting the array will zero out the instanced editable entries in the array and refill them with what is gathered.

Thank you for your answer.

Forgive me but I am a 3D artist and not a programmer. So I don’t understad anything about blueprint although I trying continuosly to read guide and follow tutorial.

Now in my logic when I call the function “get all actor of class” I would get all the splines I have in the scene and storing that into an array ( path array), marke It as Instance editable and see all avaiable splines in the detail Tab. Then getting one of that and set it into a variable (Active Path) that is used from the actor. When it’ necessary with function “get (a Copy)” and instead of 0 I set 1 or 2 or 3… It sets the other splines stored rispectively in position 1 or 2 or 3… and sets into the Active Path variable.
In another post

i solved this issue but unfortunately i lost that work.
If I am wrong because I am unexpert how can I do that?

If you want to populate the array by hand then just mark the array as instance editable and fill it in the editors details panel.

Otherwise are you calling the get actor function from begin play?

Once I marked the array as editabile I cannot fill it with anything. Nothing Is compatible.

You would need to drag in bluerprints based on the class “Nuevo_Traciatto” into the level to set it, because the array can only take that class and it has to be something already in the world.

If you want it to take any spline then change it’s variable type to “Spline Component”