For a school project I am making a room in which I want the assets to change over time.
The idea is that the room starts off as an 80’s room and slowly goes into the 00’s/20’s as time goes on (the furniture in the room changes, wallpaper changes, new things appear)
Now I have seen some videos on how to change assets and textures in game by pressing a button but I don’t know how I could make it so that the assets switch after a certain amount of time, say every 60 seconds a different asset changes.
I have used Unreal 5 for little while now but am not that familiar with blueprints yet, do you think this will be hard to create or would it be doable? And how would I go about it?
Hey there @LizzGrizz! Welcome to the community! So this is a quick BP I wrote up that let’s you cycle on a 1 second delay a new mesh (you can do this with a material if you’d prefer) and that should do what you need and it extendible!
I tried to add the nodes into an actor blueprint but I am getting a few errors which I don’t know how to solve.
The array I used is a Static Mesh Array and I added two objects to it.
I had the message that Mesh Actor did not exist so I added it as a static mesh but I am not sure if that is what I was supposed to do and if I should add an object in there.
If I now look at the viewport it gives me a plane saying “Blueprint bad” but I don’t know what I am supposed to change.
Sorry that screenshot is just a bit too small to make out clearly, I believe it’s saying you have 2 of the original events called ChangeMeshPerTime. There can only be one of the (red) original in a BP, if you have any others around it will fail and give that error.