I would like to change my variables of blueprints just like the scene outliner but then in the blueprint editor.
Hi ERuts,
I’m not sure I entirely understand your request. What variables are you attempting to change? Where are you able to change them? Where would you like to be able to change them? Is this a custom class you’ve created in C++? I’ll need this information and anything else you can provide to properly log your request.
Hi ,
It is not a custom class.
If I create an actor blueprint and create a public variable (e.g. vector). And place this created blueprint in another blueprint, it creates a child actor of the placed blueprint. I am not able to change the variable of the blueprint when it is a child actor blueprint.
Kind regards,
ERuts
When in the other blueprint, do you wish to be able to change the variable in the details panel for the child actor or through the event graph? Neither of these are currently possible, but I would like clarification before I put the feature request in.
In the details panel. The request is not applicable to the eventgraph, since that only works on construction script and runtime. Instead, this request merely allows me to configure sub-blueprints.
Thanks in advance.
Thank you for making this suggestion as it seems as though it would be very useful. I’ve placed a feature request in for your suggestion. For your reference, the number is UE-16474. I cannot guarantee that this request will be implemented, but I will be sure to update you here with any updates as to its status.
Have a nice day,
Thank you very much. It is appreciated.
Is there news, by any chance?
Hello Shrooblord,
I looked up the request and it looks like it is planned for a future update but doesn’t have a version set as of yet so it may be some time before it is implemented.
Any news? Maybe 4.10 final?
I have found many threads about child actor components details, change properties, expose on spawn feature …
Hello ErcanShamansoft,
Currently there haven’t been any updated to this feature request. The 4.10 release focuses primarily on fixes to crashes and problems rather than adding new features and updates. It will be coming in a future version but as of now I’m not privy to when.
I am confused as to why this is not of higher priority, doesn’t this drastically reduce the usefulness of actor blueprints? How are we meant to make modular blueprints when we can’t modify child blueprint parameters from any blueprints containing them? Other than at run time through the blueprint graph during run-time, of course.
+1 for feature request please.
My forum post requesting a workaround for the same issue: Workaround request: Modifying nested child actor variables from parent actors in editor - Blueprint - Unreal Engine Forums
double-plus 1 for this feature, please.
+1 for this feature!
+1 this feature…
Thanks for the answer! I Accept
+10^28, can’t believe this still isn’t possible. It’s just an pain that this just doesn’t work. IHMO the whole child actor concept is more or less broken ATM. Why can’t I just nest one blueprint in another?
+1 actually happens here Unreal Engine Issues and Bug Tracker (UE-16474)
Marked as fixed but 4.14 still has old behaviour
Hi , the issue is marked as done and it is not present in the current 4.14 released version. Maybe it should be reopened?