I’m using the 2D Sidescroller template. I’ve created Spike objects and duplicated them. They work as standalone objects while on the map. But once I selected all of them and convert them into a blueprint class the collision stops working.
I’m trying to create a “prefab” that I can reuse in the same and other levels.
After converting them to blueprint classes, do they still have their collision primitives defined on the imag/mesh assets?
So the collision geometry was missing and you added it back in? Does it work now?
It works when I use block all on every spike object but I also have to readd the script for every spike object on hit. This is not what I’d say a prefab is. I used the convert to Blueprint Class because I read that Blueprints are UE4 prefabs. If objects retain nothing other than their looks this is useless.