I know
So here is the “big picture”
The goal:
Making a tiling set of road meshes inclusive curbs where the level artist can simply select from a dropdown list the type of tile he wants and then its set up within the BP.
So I started with an enum, describing the different types of road tiles:
Then I created some meshes for the tile and the different curb/sidewalk shapes.
Then I created a BP based on Actor and put in a ground floor mesh as root. The ground mesh will always be there.
Also I added a variable that hold the tile type.
The construction script now looks as follows:
So, depending of the set tile type, the appropriate meshes get created and positioned inside the functions.
It works like a charm:
But as its indicated by the wireframe coloring, the meshes are “movable”, except for the floor mesh.
For the floor mesh I can set the mobility because I added it to the BP via mouseclicking.
The curb meshes are created by Blueprint execution, thus they are not accessible via the blueprint editor…
Sooooo after all this text: How can I make the curbs to be as static as the ground floor mesh…