Hello friends. I have a root with more than 300 instances. How can I see the ID number of each instance in the viewport?
(I don’t know how to program. I only follow tutorials) so it would be great to make it by blueprint for me.
Thank you.
Hello friends. I have a root with more than 300 instances. How can I see the ID number of each instance in the viewport?
(I don’t know how to program. I only follow tutorials) so it would be great to make it by blueprint for me.
Thank you.
Hi there,
Are you asking specifically about ISMC instances?
Here is a video I used for learning about working with instances courtesy of Unreal’s live training sessions.
Specifically, they detail setting up text renders around 10m mark, but its a good watch to understand the separation of the instanced meshes, collision, and the data.
Otherwise, if you’re talking about other objects most actor types have can have a TextRender component added to them to display text above them in both the BP and live viewport.
Alternatively if it’s an array, you can loop through the array and if you just want to see it as text, you can just print the number to the screen.
I hope this helps! If I misinterpreted the question please let me know. Perhaps I can help further if you meant something else.
Thanks for your answers. In my case, I have a Blueprint Scene Component. And within that Blueprint there are 300 instances. I need to move some of them but I can’t identify them in the viewport.
This is difficult for me because I am not a programmer. For that reason I thought it would be a good idea to try some system to put the ID names on each instance.
But something could also work to convert the instances of that blueprint to meshes in some way, to be able to edit these directly in the viewport (although I don’t know how to convert this).
Could you please provide me with a screenshot of your viewport including some of the instances in the list view so I can get a better idea of what you’re looking at.
It sounds like maybe just a naming convention might be your solution so you can click on them from your list or reference them directly instead of trying to find the object physically in the viewport.
Hi, Not exactly the answer you’re probably looking for, but I’ve just submitted an update for my plugin rdBPtools (hasn’t been processed yet) that now has a system built in so you can edit the transforms of individual instances easily from the editor without needing any extra code.
Thanks for your proposals.
My intention was to be able to move objects that are inside a Scene Component, and to do this I needed to see their ID in the viewport, but this was very difficult because I couldn’t select them.
Finally, the solution that worked is the following:
Convert the Scene Component to Blueprint, and then use the Merge tool with the Batch option.
This transforms the blueprint into a Level Actor and I can access all the instances by pointing to them in the viewport.