How best to create showjump blueprint with editable dimensions and swappable parts/materials?

Hi, I am struggling to get my head around how to refine and expand on a blueprint system to build showjumping obstacles with options exposed in the details panel of the level editor so that someone could change the height of the fence and add or swap different elements. So far I have a very basic blueprint jump with two horizontal poles that can be set between a range of heights, but I would prefer to be able to set the height by the height measured at the top of the pole and I don’t currently have it set up in an easy way for me to see how to do that (I also have dyscalculia so the maths element of this programming type stuff is a challenge to say the least).

I have found it very difficult to find examples similar to what I am trying to achieve and when I do find something similar-ish it can be very difficult to understand how they are implemented. So I understand you can create arrays of different mesh elements/materials to set up mesh/material swapping, I’m just finding it difficult to understand how you do that, because I’m finding the blueprint UI and the order or logic by which you are supposed to do things hard to grasp. Again, forgive me if I seem very stupid, this kind of thing is rather new to me and there’s so many technical terms and concepts to get to grips with. I may also be making this far more complicated than it needs to be. In the end the main thing I am trying to do is create assets, but I would like to include some kind of way for someone to easily place pre-built jumps that have elements that can be swapped or made higher/lower, wider/less wide apart.

Thanks in advance for reading & for any suggestions/assistance. Screengrabs below of my project & current basic test blueprint for a jump with two straight poles that can have their heights edited within a minimum and maximum range:




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This is extreeeeemley basic, because so many things depend on where the pivots of your meshes are and many other things. But maybe you get some ideas from it. I just put two cubes for the sides, and a cylinder for the top pole in the blueprint

Then, with the following code

I can manage the basics

jump

If you can’t get any of it to work, then it might be an idea to upload a pole and a stand as an FBX here so I can do something more relevant.

Thank you for this! I am going to try to apply what you’ve suggested today and see if I can get it working for me. I didn’t want to infodump/over explain too hard in my first post so there’s some things about jump construction that I skipped over that might be important for context of how I’m approaching it that might be helpful for further feedback/suggestions. I’ve put together an image that will hopefully clarify some of it without getting too deep in horsey stuff.

I do appreciate you demonstrating how the fences could be scaled wider, even though that’s not what I meant because I expressed myself poorly. It could actually be useful though because I have based this set of assets around having the bars being 3m long, which is also dictating how I have my stands and cups set up to accomodate that, previously I was considering creating new asset variations to have narrow ‘stile’ jumps or based around 3.6m long bars for ‘competition’ courses.

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Well, I hope it’s of some help.

If you have trouble getting it to work, you can always PM me with the FBXs ( just the end and a bar will do ).

Thank you again, it’s been very helpful to see what you did in your example and I applied some of it again when creating a different blueprint today on how to place a line of poles on the floor with varying numbers of poles, an option to switch between two different min and max ranges of pole offset spacing for trot and canter striding, and different pole colours.

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Sounds good :slight_smile: