Thats not much help gankey69.
After several day of messing around i still cant figure this out.
Would any Developers shed a light on how to add in a logical code to prevent the Begine Play, (End Play/ Destroyed) Events from beening executed while the structure is Pre placed out (Emitting).
I was thinking about using a variable that defines if its passed the Begine Play variable once, I and also tried to get the material. since its obviouse that another material instance is beening used during Pre Placement.
But since the actor gets destroyed before the final structure is placed the referance to the variable is also destroyed, i can also not use the GetMaterial function without crashing the dev kit.
Why is this a BIG problem!
Simply because when you strart to have more complex buildings which has animations, particles effects, sound, colision boxes thats starts func A,B,C etc and this is controled by a graph logic you get weird unvanted behavioure during pre placement. .
And the natrual place to init your logic would be in the Begin Play event since its the event that is executed when the actor gets spawned.
If its not possible at the moment.
Could you atlest make some sort check box in the blueprint for the spawn emitter template setting. “Ignore Events on Placement”