This is a follow up to a question i posted yesterday that i got an answer for but did not end up quite working out how i was hoping
Is there any way to have a construction script or blueprint editor object that can passively see/capture the selected objects. When i have tried ‘get selected objects’ etc, it only works actively on the object that has the blueprint on it. I would like to just be able to watch for non-bp assets and modify their params based from an independent single blueprint util that is placed in the editor… but i cannot seem to figure out how to do this.
the problem with this particular use case is i just wanted something passive that check the type of object/asset you had and snapped/aligned to other objects in the scene, it is too slow, for what i want to go the control panel route, although, it has ultimately given me an idea to do the whole thing differently, so… silver linings thanks again for your help
I’ve tried this since then. Turns out that if you use a Editor Utility Actor, you can place it in the level, but just about the only thing you can’t do it say anything about selected items, because you have to select IT to do that.
The Editor Utility Widget however, does have this functionality. Although it’s not in the level, it can sit to one side, and you can click a button and do something to all selected actors: