Duplicating a BluePrint, Or Object in Outliner, how to make unique? I go to edit the blue print and it changes the first blue print. How do I get it to be unique, or that part of the code be unique? (make a change and it doesn’t effect the one it was copied from)
Mark the variables in your blueprint as “Instanced Editable” Then you can change these parameters on each instance in the level giving them different values.
So the way I have it set up. It’s a blueprint, with a collision grid, and then an object inside. and it’s something within the blueprint i’d like to be able to change… on the event graph, I have a play sound 2d, and i’d like to be able to set a unique sound for every instance
Then promote the sound to a variable, make it instance editable and click the eye icon next to the variable so that it is open.
Then everywhere where you need to play the sound inside of that blueprint, hook up the variable with the sound effect
You should now be able to swap out the sound effect on a per instance basis by click on the blueprint inside of the editor / outliner and in the details panel chose the sound effect you need by setting the variable you made of the sound effect.
Awesome!
Now i can swap it at the Outline level, instead of going into blueprint.
Thank You!
also would like to add, I like the way the search in the outline works, if I search for “sound”, and click between outline items, it continues to pull up section in details within the outline new promoted variable
is there a quick way to make a list of all items that are instance editable within Outliner ( or custom instance editable, or favorite instance editable list ) ?
One more question , but within the variable, is there a way to call a variable ? (write coed)
Sound level_name_sound 1
Sound (see level name) + “sound 1”
Not really. You can have functions that contain code
If you are making a multiplayer game then you can have an onrep nofity function that will call a function when the variable changes. That is probably the closest you can get to what you are looking for.
and the another question, but I promoted a gate, which calls a Level Name. but it does not seem to be working
Function Open Level (by Name)
now calling a promoted variable, with instance editable,
and in the Outliner, under the instance, i have the level name, and it doesn’t seem to be calling it properly? (is there something else i need to do in this case)
(the gate is a blue print, with a mesh, and collision)
error is , it’s sending me back to current level I’m in, instead of sending me to the next level as stated in the promoted variable name (the new one i plugged in)
Use open by reference, then you can choose a map in the details.
just add the tag “Player” to your player actor. It allows to skip casting.
Is there a way to open property matrix, for all tagged items , and sort by tag name?