Have you dragged the blueprint into your level? That would be the first step to getting it to show in the world outliner. As for the warning that you receive, you could skip using the Cast To BP_FloorTile node as it says since the return value is already of that class. It was necessary in previous version of the engine, such as the one this video was made in.
We haven’t heard from you in a while, Daryn36. Are you still experiencing these issues? If so, please let me know the outcome of trying the methods I mentioned in my previous post. In the meantime, I’ll be marking this issue as fixed for tracking purposes.
Yeah, I’m on v4.10.2 and I’m getting stuck at essentially this moment. To me, it doesn’t appear that the tutorial has the bp floor tile dragged into the scene. Rather it is generated from the function add floor tile.
I have carefully followed each step up to this exact point @ 05:38 into video 2 - spawning the course.
And the floor tile does not appear in scene when running simulation.
Could you provide some screenshots of the relevant blueprints and their event graphs so that I can see if there are any problems? Is the floor tile present in the Viewport inside of the Blueprint Editor?
Ok, so I discovered the solution to my problem and it’s a point that doesn’t seem to be explicitly addressed in the video series. So, it would seem I can’t manage to post screen grab image, can’t get beyond resize preview of image with Galaxy Note 4 (don’t have inet access at moment). Jpg is small size but wide. Anyway, screenshot would show relevant settings plus the missing step that seems to be absent from the video. You need to make sure that your GameMode is set to the correct one: select World Settings from the dropdown menu under Settings and change GameMode Override from none to"RunGameMode" or whateveryoucalledit.
Thank you for that information shubes. I took a quick look at the tutorial to see if I could find an explanation for this and it seems that there is one. In the tutorial, instead of creating a new gamemode blueprint, he uses the existing ThirdPersonGamemode but just renames it. In this case, the gamemode would already be set and he wouldn’t have to change it. I’m glad you were able to find the issue however.