Hi. I’m a student who is making games with Unreal. I’m using Blueprint. It’s a horror game, and if abnormalities occur, it’s a simple game where the player has to solve them. I made each one of the abnormalities into a Blueprint class. The following picture is one of the abnormalities. So I want these abnormalities (= Blueprint Class) to occur randomly every two minutes. How should I construct a Blueprint? At first, I tried to use an array, but I failed. I’ve been pouring it over 10 hours here already. … I can’t get my sensitivity. Please help me. … I think it’ll be helpful for me to study later if you explain it. Thank you.
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Thank you so much. As you said, print String succeeded. By the way, the abnormalities I want are mainly things moving, so I’m thinking about what to do next. I want the chairs in the living room and the lamps in the kitchen to move 20 in the z-axis. In this case, should I put the chairs or pictures in the Bp_abnormaly viewport? How should I do it? Please help me one more time… You are my God.
I believe the overall idea could revolved around:
- each unruly chair, flashing lamp, rattling closet and spooky mirror is a separate actor - their erratic behaviour driven by their own
Timeline
- each of those actors implements an
Interface
telling it to initiate / cease the behaviour; add some intensity and duration data to the mix - each room has a BP_Anomaly controller actor (@Arodi007’s example could work great). The BP_Anomaly has an
Actor type array
hard-referencing any relevant entities in the room / house - chairs, lamps, closets, mirrors. It can then randomly set off their routines using a timer. - expose the abovementioned array as
Instanced Editable
and cherry-pick the pieces of furniture the controller sends Interface messages to
Would that work for you?