Level Blueprints that load a particular character model

Hello all, I have a question about Blueprints that I was hoping could be answered. I have two different versions of the main character for my game. I want 1 version of player character to load indoors and another to load outdoors; the problem is I dont know exactly how to do that. Anyone have pointers?

You can use Set Skeletal Mesh for your character component, and use an Overlap system with trigger volumes to change the character.

In your character BP, make a custom event (or function; doesn’t really matter I suppose) that fires into a Set Skeletal Mesh. You could have an event called To Indoor Character and an event called To Outdoor Character. If you have any other components that would to change besides the skeletal mesh, you’ll need to set those too.

You can click the volume in the level and right click in the level BP to get the OnActorBeginOverlap node. Take the actor output from that and plug it into a Cast to your character class node. Take the output from there and call one of your events.

PS If you need pics I can do that. I just can’t as I’m writing this right now.

Thank you very much I will give this a try.

Again thanks for your help, I think I may need those pictures you offered if they are still on the table?

No problem!

You would put this custom event in your character BP (just right click and type in “custom event” to make one)


Select the trigger volume in the level, go into the level BP, and right click to access functions related to that object. Simply type “overlap” to grab that function.

And on overlap, use the actor output to cast to your character. From the cast output, you’ll be able to trigger those custom events.

Hey did this work out for you?

I haven’t had a chance to get to this yet, other classes lol. I will give this a go this evening and let you know though thanks very much for the pictures.

hello again. I finally was able to try this out and it does not seem to trigger the indoor character to load. I followed the intructions but perhaps I am doing something wrong?

Pics plz :slight_smile:

I think the problem is in my character blueprints. My group mates have two my characters, one for indoors and one for outdoors. This is the case because our client made two different meshes for the character (outdoor and indoor) I will attach the picks of the character blueprints and functions I have made.

Again I think I have done something wrong I also seem to have this problem where the cast to mycharacter indoors does not allow me to pick the custom event, it only allows me to “cast to” again. Thanks for your help.

You should only need one character BP. It can have its skeletal mesh set to whatever you want it to start out with.

That event you made, To Outdoor Character, in your MyCharacter BP, will work just fine. Cast to MyCharacter instead of Cast to MyCharacterIndoors. From the castm drag out the blue pin and type in the event name. Find it and hit enter to use it.

And then of course, create a To Indoor Character event in your MyCharacter BP and have it fire on End Overlap

Let me know if you run into any trouble

Ok thanks Ill give it a go

Awesome man that worked thx so much for this!

Happy to help! :slight_smile:

Go ahead and mark the answer as accepted for anyone else who may need help with this

And have fun!

Hi again I still have one small problem when I load a particular level (Indoors or Outdoors) the proper character now loads;thanks again for that, but it seems I can only have animation blueprint activated at a time; eg: if the animation is set to indoor the the outdoor version of my character will appear when it should but in a “T” pose. Is there something else I should do?

I figured it out and will post pictures soon

Here’s what I did:

Ah okay I didn’t know you wanted to use a different anim BP. Glad you figured it out though!

So is everything all squared away?

Only one more nagging issue, I have been trying to get my enemies to chase my player character, one of them does but the others just look at you when you cross their path. I know this isn’t really related to the subject but you are the only person that seems to be responding to question. I think it’s related to the fact that they have different nav meshes but the same controller. Like I said not related but if you have any tips, I’m all ears.

Hey man sorry I didn’t get back to you! I must’ve not seen the notification for this.

How bout your mark my answer here as accepted, assuming things went well with this particular issue, and then post a new question related to that new issue?