Hi all! I have successfully “animated” a floating lamp via using a timeline and set relative location/rotation in it’s own blueprint, it works well, but it doesn’t work when moved out of the bp into the Character BP. It did work when it was a blueprint added to the player character, but thats not what I want.
To make managing the floating lamp a little easier I’d like to move it out of its own BP and into the Character BP (due to turning it on/off, timings and other functions getting weird with dispatchers.).
Simply copying the nodes to the Char BP results it the static mesh not moving. I’m guessing because Character BPs don’t have a default scene root?
So… are there any suggestions how I would go about moving my static mesh in the character BP the way I did in it’s own separate BP? Thanks!
It’s a tad unclear what you’re really after. If you want the lamp actor to be a part of the character but still have its own graph and functionality, consider utilising a Child Actor Component. It will instantiate the lamp actor the character BP can easily communicate with since it’s always referenced by the component.
timings and other functions getting weird with dispatchers.
?
Simply copying the nodes to the Char BP results it the static mesh not moving.
And it should not. The Static Mesh Component belongs to another actor. If you do not want a full actor and only want a static mesh that represents the lamp, add the SMC to the Player BP.
Thanks heaps! I will explore child actor components. Sorry, I should have mentioned I did copy the Static Mesh to the Character as well.
The timings etc are due to the light not holding up to some stress testing (spamming the trigger key). It has many functions, such as changing intensity on key press, moving high into they sky on key press, the mesh “dissolving” with a niagara effect when turned off and on. This all works, but when stress testing it (spamming the L key to trigger the light) it seems the dispatcher, or something, can’t keep up and the effects go out of sync, such as fading in when it should be fading out. So I thought I’d move the functionality into the character BP.
Again I’ll check out child actor and see how I go there
Cheers!
What does it mean? Because we cannot simply copy variables. You’d need to add a new SMC to the char BP and set its asset to the lamp mesh. Is this what you meant?
If in doubt, consider describing the behaviour from the player’s perspective and their relationship with the lamp. What is really happening in the scene?
Ok, I solved it, a bit silly of me spending a good few hours on this issue and not trying the simplest task first - restarting Unreal. Everything you said was spot on, and my BP was working correctly, the engine just needed a restart!
Thanks so much for your time mate and sorry if I wasted any!