Hi! I mean - you can pick references manually - with “dropper”, for example I have exposed Array of StaticMeshes in my Blueprint ConstuctionScript, so I can pick StaticMeshes from EditorWindow and add them to Array. This method is too slow. Do you know any way to get reference to new object in level? I want to automatically add any new Object in level to my Array - its like another custom WorldOutliner with FilterByClass function. Or it’s like layers in Photoshop - and my Array is custom layer. If you have any good idea how to add many objects from level to array without selecting them manually - please tell me!) Thanks!
There was a feature like that in UE3 - you selected all the actors first and then pressed an arrow next to an array field and it pushed there all the selected actors. There is nothing like that in UE4, we’ve had our programmer code it into the engine, but I suppose that’s of no interest to you.
You could do that using blutilities, but it would be a bit more than trivial task. You would need to create a script that takes a name of array you want to change, reference to actor that has the array and some conditions to parse the actors of the current world through. Doable unless there is a bug / missing feature that I do not know of. Clearly an overkill.
However, if you want to add a new (right now placed) object into the same array, you could temporarily modify it’s construction script to get reference to the actor that has the array you want it added to, and insert itself there. Keep in mind for tricks like this the array in question must be publicly editable (the eye next to the array variable clicked and flashing). That’s the quickest workaround I could come up with in 15mins After you alt drag / place all the actors just remove the ‘add me there’ part of construction script and until someone deletes those references from the array it will be ok.
Thanks! I will try C++ way.