Game Animation Sample - Obstacle coordinates wrong when blueprint is spawned

https://vimeo.com/993723729?share=copy

The first blueprint dungeon room was dragged into the viewport, the obstacle is correctly recognized.

The same blueprint is spawned with the note ‘SpawnActor’, here the obstacle is not correctly recognized, there is an offset. What could be the reason for this? World Location? How can I check and fix it?

After the second BP is spawned, press F8, then you can choose ‘player collision’

image

and see if the collision lines up with the meshes.

Thanks for the answer. I can’t see any difference. The back room is spawned.

This is how the room is spawned.

So the obstacle was inserted into the Dungeon Blueprint Class as a child and then set to ‘Visible’.

So it’s a child BP? ( does it contain code? )

I don’t see anything strange…

I use the new animation feature in 5.4:
https://www.unrealengine.com/marketplace/en-US/product/game-animation-sample

And here is the blueprint class ‘LevelBlock_Traversable’ for the obstacles. Splines are used to detect where the obstacle is and which animation is played. The strange thing is that it just doesn’t work when spawning.

Here is the screenshot of the blueprint class:






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Still don’t see anything unusual, I’m afraid. Haven’t tried the project.

Rather than spawning, you could try loading what you need as a level instance. Just an idea…

Since I am creating a random dungeon, I have to spawn. I have created a level instance. But I cannot insert this into the dungeon room blueprint.

If I create a ‘BPP_LevelInstance’ blueprint class, the splines are not included. Only the meshes, which makes no sense.

Can you try ‘load level instance’? ( blueprint node )

Unfortunately, that isn’t a solution either. I tried it and the engine crashed.
I’m not sure if it’s not a general problem with spline spawning in 5.4.

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Ah, sorry :melting_face:

I don’t have time to experiment with the example project at the moment…

It’s good that you have all this new knowledge under your belt though :smiley: