Thanks. But since they are supposed to behave differently an follow different spline paths, will that work? I think it might be better to have them separate, rather than children?
Hey @ZX_THX!
If you have the chaos vehicles plugin enabled you shouldn’t (in theory) be having this issue. When you open your vehicle blueprint, what is the parent class in the top right hand corner?
Hey @Quetzalcodename!
In the original project it is Wheeled Vehicle Pawn.
In the project I migrated it to, I can’t open it as I can’t add it to the level and clicking on it to open it from the Content Broswer doesn’t work. I have also migrated the original sportscar_pawn, just to make sure that wasn’t the problem, as the one I migrated is a duplicate of that. But it still doesn’t work. I get the same error.
Hey @ZX_THX!
Wheeled vehicle pawn should be correct. Instead of migrating the sports car, when directly adding it by adding the vehicle content to your project, does it still error?
Ok there seems to be something funky going on. Most likely something I’m doing. Even though I was sure the Chaos Vehicle was checked, because the car works, drives and follows the spline path in the original project, which would indicate the Chaos Plug in is checked, since I’m opening both project susing UE5.2.1, I checked in the new project and to my surprise the Chaos plug in was not checked. After I checked it, I could then drop the car into the project as expected. Do plug ins have to be activated in a project by project basis? I would have though once you activate it in that version of UE it stays activated for that UE build?
But ok, there are still problems. Because now, even though it works to drop the car I have migrated into the Assetsville Demontration, I now get the problem that they are all selected together again. I can’t select only one item. If I click on anything, a car, building etc, it selects all of them. Like the problem I was having above, before I restarted the Assetsville project fresh from the start. Is this something I’m doing?
The texture on the floor flickers, as it it was overlapping with another texture and all objects are connected and can only be selected together.
Hey @ZX_THX,
That’s great that the plugin issue is solved! Would you mind sharing a screenshot of your outliner? It is very likely that the assets are grouped together in a way that needs to be undone.
It’s either all unselected:
Or all selected:
But the sportscar is separated. That I can select separately.
Here is a shot of the whole GUI:
If they are all grouped together what did I do to cause that? It was definitely not on purpose. Thanks again!
If I right click on Demonstration, I only have the option to Group. Not ungroup. If this is how I would group and ungroup it. I can’t select the individual items on the Outliner either.
Hey @ZX_THX,
I see what happened here. You are working with a level instance. Check out this documentation that will show you how to edit a level instance:
I hope this is the solution you are looking for.
Hey @Quetzalcodename! Thanks. I will have a look. But how did I mistakenly grouped them all? Because I must have done something as it was working before. They were not grouped before when I last closed the project.
“The Actors that make up the Level Instance are still visible in the Outliner but are now a child of the Level Instance Actor and are not selectable.”
The above from the link. I didn’t mean to create a level Instance tough. I think that the mistake might have happened when I reopened the project, the town was gone. I thought I had to drop the Demonstration asset again in the project and did that.
If you want to reuse logic, creat an actorComponent called SplineMovementComponent, add it to the car and the put the logic for the spline following in there.
Then you should be able to easily take that component blueprint and migrate it to any new project. And you can use the same component on things other than cars if you ever wanted.
Hey @ UncleTron!
Thanks for the tip. Sounds interesting. I have to find a tutorial on how to that.
So! Finally I can confirm that the method of setting the car up to follow a spline in a master project, then migrating that car to another project works. Once the car is open in the other project, all I have to do is draw a spline, and make sure the spline is called the same as in the original, and point the car to the new spline and the car will follow that spline. I’m sure if I need to call the spline by another name I could make the changes in the event graph and use the new name etc. So this workflow seems to be working.
I might investigate the workflow suggested by @ UncleTron above. But the migrating method seems simple enough.
I’m still not sure what caused the level instancing, as I didn’t mean to do that. I suspect it was the way I opened the demonstration Assetsville map. I dragged and dropped it. I then deleted it and instead of dragging it into the viewer again, I just double clicked it and it loaded fine and the objects were not grouped.
Apart from that, the error with the migrating car not working was because the chaos plug in was not active in the project, even though it was in the original project. I guess UE plug ins need to be activated on a project by project basis? Could anybody please confirm or deny that? So I know if I made a mistake or is another reason.
I never could figure how to copy just the nodes of the event graph to another event graph, which was the original intent of this thread. But the migrating method is simple enough really. So I’m not seeing any advantages in the copying the event graph nodes at this point.
With all that, I consider this thread solved! Pending the plug-in activated on a project by project basis question, and me finding the reason I mistakenly did a Level Instance. But apart from that, missing accomplished. I now have a way to easily re-use a car set up to follow a spline in other projects without having to do it from scratch every time, for every project. Thanks to all who helped!
The workflow works well. I did find a glitch already though. Once I change the mesh under Skeletal Mesh Asset, the car behaves goofy. It no longer follows the splines before. Kind of slowly rotates around its own axes or something, seemly in all directions. I replaced the sportscar with the sedan from the free Vehicle Variety Pack Volume 2, which is also a chaos vehicle. I must investigate what is causing this. But the migration works. I tested now with 2 different cars.
Hey @ZX_THX!
Checking in! Were you able to solve the error you were receiving? Is everything now up and running?
Hey @ Quetzalcodename!
Sorry for the late reply. I had to take a step away from my UE learning because of work. But no, I never did figure out the error. But the work around above seems to work. Thanks for checking in.
At the moment I’m trying to figure how to import the City Sample project/assets from my vault (there here: Can I import the City Sample set without downloading it again if it’s already on my drive? - Development / Getting Started & Setup - Epic Developer Community Forums (unrealengine.com)
Apart from that it has been ok. Learning a lot. UE is awesome!