I’ve been working on some procedural generation ( on Blueprint ) script since UE4’s release.
So far, everything is good until I hit a major stumbling block. I am writing this as a request
for anybody who is good with codes to help me adjust some limitation, this is definitely possible given the
full source, although I don’t know how complex it is. I’ve already reported this problem as a bug in Answerhub,
but the staff seems to tell me it is an expected behavior.
Here’s the problem;
Construction script runs when actor is spawned. However, if you use any script that detects surrounding object DURING
construction script, you’re going
to run into issues with the order object placement, because it can only detect object that ALREADY has been place.
If you see the Epic’s Blueprint Example, you will see a Procedural Grass that detects floor normal. This would break as well
in real usage because if your grass is generated BEFORE The ground is place ( during game ) , then the grass blueprint will detect
The solution is pretty straightforward. Delay construction script until everything is spawned. For the case of blueprint, at least
spawn the root first. Or have a checkbox for components to say if this needs to be spawned PRE-Construction Script.
This is the link to the proper explanation in Answerhub