I know you can use an item manipulator with a playset in the zone, this works fine. But id like to have the option of choosing 1 from N playsets to spawn. I cant put them all in the zone because then they would all show up. I tried teleporting all pieces using tags, but since structural walls arent found as props, they arent teleported.
Is there some way to attach 1 playset per manipulator? Is there some other way to do it?
I’m not sure how to go about spawning one but if you’d like to create your own prefab in the map and have it outside of the playspace, and then teleport it in, this is what I would suggest:
Create a blueprint building prop (right click in content browser, select blueprint, then select building prop).

Edit that blueprint, and leave the static mesh empty. Then change the Mobility to Movable.
I like to then change the Editor Only Static Mesh Component’s Static Mesh parameter to a basic Cube so I can keep track of it visually (otherwise its invisible in the editor).
Save & Compile, and once that’s ready you can drag that into the map. You can then drag in any props that you’d like to include and attach them to that blueprint by right clicking them in the outliner and clicking Attach To and selecting the BP, or dragging them onto the BP. Make sure you change the Mobility on the props to Movable.
The props location will now be in relation to the blueprint as the center point. If you move the blueprint the attached props will move with it. (Note you can move the props independently of the blueprint while they’re attached and they will retain that transform relationship.
In order to move this into your map you will then need to create an editable in your verse file of type creative prop for this blueprint that will move your props. Additionally I find it’s a good idea to place another one at the exact location you’d want to move these to with your button.
@editable MoverBP : creative_prop = creative_prop{}
@editable MoveToBP : creative_prop = creative_prop{}
@editable MoverButton : button_device = button_device{}
In your OnBegins start a listener for your button press, and a function to move your MoverBP to your MoveToBP location.
OnBegin<override>()<suspends>:void=
MoverButton.InteractedWithEvent.Subscribe(MovePrefab)
MovePrefab(Agent:agent):void=
if (MoverBP.TeleportTo[MoveToBP.GetTransform()]):
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