Help with Blueprints needed

Hi, I have been following this tutorial series - Object Inspection in Unreal Engine I - YouTube

I get stuck at around 12:27 when he presses right mouse button to return trophy to original place.

I want to use this BP for a pair of shoes on a revolving table. I choose the shoe and it is transformed closer to camera, but when I right mouse click to return the shoe to table, it doesnt move with the revolving table, please see video of issue - ShoeIssue - YouTube

How do I return the shoe so it continues to revolve in the same place. Any help would be very much appreciated, thanks.

Could you upload the return / cancel blueprint fragment to https://blueprintue.com/ ?

I’m guessing you probably need to add attach actor to actor at the end of the transition with keep relative position, relative rotation and world scale. (I see that it does return to the correct place, it just doesn’t attach)

Just make sure the rotating stand is the parent and the shoe is the effected actor.

Thanks for the quick reply, - Help with BluePrints needed posted by anonymous | blueprintUE | PasteBin For Unreal Engine

I am not good with BP, any chance you could let me know what your solution looks in BP, thanks appreciate the help

And yes the Rotating stand is the parent of the shoe BP

You need to re-attach the shoe to the stand at the end of cancel (after the move to component).

If the whole stand is rotating then you can attach actor to actor, if only part of it is rotating then you need to use the node attach actor to component.

You need to get a reference to the stand to attach the shoe to it.

Thanks, the Stand is a normal Static Mesh and the Shoe is the parent of the Stand, how do I get a reference to the stand to attach the shoe to it in BP? Sorry Im still learning BPs.

The whole stand is rotating, so I need to attach actor to actor, for the stand variable attached to the parent, how do I reference the Stand static mesh to that variable?

You can add in a new variable of the class type that your stand is. Compile the blueprint and then in the instance pick the stand (make sure the variable is visible with the eye icon to the right of the variable).

Use this variable as the reference to the stand in the attach actor to actor command.
You can see an example on the picture I posted up above. I set the variable that way.

So my stand is an instance of a Static mesh, what class type does that make my stand variable? Staticmesh Object reference, or Static Mesh component Reference?

The stand should be encapsulated at least in an actor class.

Please see attached screengrab - My stand is called SM_Platforms_ShoeStand_C3, it is an instance of Static Mesh called SM_Platforms_ShoeStandB. My shoes are a BP called BP_Air_Jordan, this BP parent is SM_Platforms_ShoeStand_C3.
I need to create a variable in my BP_Air_Jordan, so I create one, but I dont know what variable type it is. Please also see beloew BP_Air_Jordan, I chose Static mesh variable type and referenced the SM_Platforms_ShoeStandB but I cannot attached Stand variable to the Attach Actor To Actor

You need to rebuild the stand as an actor

You need to create a new actor blueprint, inside it create a couple of staticmeshcomponent classes and choose the stand sub-meshes as their static mesh. Position them with copied offsets from the original stand.

A quick example

stand.uasset (33.0 KB)

The set the stand reference to the new blueprint type you made :slight_smile:

I created a BP called BP_ShoeStand2, which contains my stand, which is one static mesh called SM_Platforms_ShoeStandB. I replaced my old Static Mesh Stand in my scene with new BP_ShoeStand2 and made all my shoes children of the BP_ShoeStand2, so when the BP_ShoeStand2 rotates all the shoes rotate.
How do I set the stand reference to the new blueprint type I’ve made. Im sorry to be a pain, but my BP knowledge is like zero, I need to reference this new BP to stand variable, how do I do that?

for the variable - stand, do I reference the BP_ShoeStand2 like below
, cause I did that and nothing happened, shoe remains static

You need to click the closed eye icon next to the stand variable & make it look opened (this will expose it to the editor).

Click on the shoes in the scene and assign the variable stand (should be visible in the details panel) to the correct stand.

Success!! Thanks alot for your help, wow you’ve been super patient with me. I really appreciate it, legend.

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Sorry, but I have a new issue. So the shoe does return to the stand and it does rotate with the sgtand, but everytime I choose it and put it back, it moves slighty to the right, interfering with other shoes, please see quick video I made - ShoeIssue2 - YouTube

I changed the values in Attach Actor to Actor, Location, Rotation and Scale rules to “Keep World” as Relative wasnt working, see below pic -

If I leave all at relative then shoe disappears

Looks like your not updating the placement location with the new rotation of the stand, since the stand continues to rotate while its held on screen in front of you, you need to update the transform of placement with the new position rotated by the current rotation of the stand. Or its going to place the shoe at the location you originally picked it up from

Thanks for the feedback, any chance you could show me what that looks like in a BP?