This video covers the use of Blueprints to add functionality and usability to your Unreal Engine project. Learn the basics of Blueprints and find out how to create a fully functioning product configurator.
https://dev.epicgames.com/community/learning/courses/Qpa/unreal-engine-making-a-blueprint-product-configurator
On lesson: 20. Adjusting the Color of the Cover Screen and Final Troubleshooting
Just a note in case someone encountered the same problem:
At 07:59, if you want the editor to actually help you debugging, showing those orange lines to indicate the flow of the nodal execution, you have to choose the SpeakerLogic_BP from the dropdown list next to the play buttons, by default it reads: “No debug object selected”.
Great tutorials, thanks!
I really wish this forum would get a complete overhaul. The current design is poor and it’s hard to find anything.
Anyway, back to the topic: I’m still working on my Product Configurator and just finished lesson 17.
I tried placing all functions inside my SpeakerLogic_Blueprint and Speaker_Blueprint but it didn’t work as expected.
Not sure if I did something wrong or if I’m stuck in some kind of loop.
Would it be possible to pass my Level Blueprint code to SpeakerLogic_Blueprint ?I thought it would be simpler compared to having functions scattered across the Level BP, Speaker BP, and SpeakerLogic BP.
Thank you