Convert Selection to Blueprint Class messing up my light BP's.

Anyone know why this happens/how to fix it?

Basically if I put my lights into a single BP class the lighting/shadows gets all messed up. Top picture is after I join the light BPs together.

edit: I think because it’s using a child class component when it converts, it just defaults and doesn’t keep my light settings, is there a way to override that?

Hi Resolve,

When you say “after I join the light BPs together” - do you mean your lights are already Blueprints, and you select them and “Convert Selection to Blueprint” - or are they lights originally?

I just tested making a Blueprint from some direction lights (set to “Movable”) and it copied the light settings into the ChildActors defaults (you can only see them from within the Blueprint Editor).

Yes they are blueprint lights, they have functionality.

I can edit the child class that represents each light but it changes all of them since they are all the same class.

I need to be able to alter each separately(while in the converted selection BP), even if they are the same type.

Yes I was able to reproduce it, it’s not copying the values over.

I have a tool on the marketplace (rdBPtools) - it has a similar feature of converting actors to Blueprints (it uses the same UE functions for the conversion) - I just tested it with that and it DID copy the light blueprints values over to the new Blueprint - I’m not sure what I’ve done differently there, I’ll try and work it out…

Interesting plugin, yeah if it works then I’ll probably just pick it up. Seems useful.

  1. Question about that though, if I convert the BPs with your tool and then 5.2 comes out, can I still use the converted BP’s or will they break without an updated plugin?

  2. Just to make sure, it’s using the converted selection as children and not harvested, right? Harvested didn’t seem to work with my BPs functionalities.

  1. The Blueprints don’t need the plugin so they will still work with 5.2 - I try and update the plugins as quickly as I can after a new release too.

  2. Yeah harvesting is an option, but I had problems with Blueprints too so the default is ChildActors. It’s possible to nest Blueprints within Blueprints within Blueprints etc…

Awesome, one more question, are BP’s directly editable in the scene or do I have to do them via the BP’s viewport? Not really a huge deal, just curious

You’ll need to edit them in the Blueprint Editor.

It’s easy to SubClass from the rdBPtools class and add variables for your lights, and then in your new Blueprint you can pass those values on to the ChildActors. That way you can have instance editable light data from your level (you can do the same thing with the “Convert Selected Actors to Blueprint” command too).

1 Like