Hoping someone can help, I have made a fake internal material with random per instance.
I have now made an actor blueprint using this material and a plane and I can change the “instancing random seed” within the level and change what is being used and it changes. Now when I put that blueprint inside another blueprint as a child I don’t have this option any more to “Instancing random seed”. How do I expose it to allow in editor changing?
So your parent actor has the other actor in a ChildActor component?
And the actor in the component has some material with a Random Seed parameter which you wish to access in the editor right? Do you see the Child Actor Template in your details view when you select the Child Actor Component?
By the sound of it, this instancing random seed is an instance editable variable right?
There’s 2 things you should be able to do, you either select the child actor directly and change it from there, or you change your blueprint so that the parent blueprint can set this variable for the child.
there’s like a 100 different ways to do this and it’s circumstantial which is best.
FOr instance you can create a custom event or function within the child to apply the new variable setting then call that from the parent using a cast to node or something similar,
You could also do the same with an interface.
Or you can just set up a function in the parent that casts to the child and sets the variable.
Or you could set up a function in the child that tries to read a variable from it’s parent and update the variable from what it read if it is successful.