Hi, I am working on an open-world game, the game has a lot of buildings/towns and I have made a blueprint that allows me to load and unload whatever is inside the building when the player is at a certain distance, right now I have to handpick each static mesh within the building and add them into an array inside the blueprint.
What I am trying to do now is have the static meshes inside the buildings and towns put into different classes without making everything into a blueprint and having to replace all the already placed static meshes so that I can then have a Furniture class of static meshes, and a Building static mesh class of sorts for the modular buildings.
That will then allow me to do a, Get All Actors Of Class, with an, For Each Loop, to quickly get all the furniture into the array on Event Begin without also getting the outside and parts of the buildings into the array (which would happen when I do a Get All Actors Of Class with Static Meshes).
I’ve been unsuccessful at figuring out how to do this and if it is even possible, I know you can change the parent class of a blueprint quite easily, and I’m hoping something along those lines could be done to sperate my static meshes.
Thank you in advance