I have a building system that uses data table. I can build a foundation and wall but when i added the celling
to the data table and know it will not work
I have a building system that uses data table. I can build a foundation and wall but when i added the celling
to the data table and know it will not work
thanks for sharing the code. but i can’t read it. the text is too small.
what exactly is “not working” what are you doing, what you expect, and what happens?
Sorry about the photos I will try Agin, but I have A Data Table called DT building with A DA wood foundation and DA woodwall and A DA Wood Celling. I have it in a function called FDebugChageBuildable. In my character which is supposed to allow me to change what I am building using Q keyboard key with allowed me to change the building from foundation to wall but when I added the celling it only lets me put the foundation
Have you tried moving the mesh 000 in Blender and then using the mesh again? Like take a piece of roof into Blender, move it up 100 units and then export it back to desktop and then import it as a new mesh back into the Engine and try it.
hmm it’s really hard to follow sorry. you can also use this to copy and paste the code https://blueprintue.com/
i think one possible problem is that structureidebug. it’s an external variable. ideally you would pass it as parameter to changedebugplayer
also does it need to be an event? can’t it be a function?
you have a for loop and 2 async loads. that’s bound to be a problem without the parameter varuable.
the rest looks decent.
also take a read about sockets, there’s a nice tutorial in the forums for static mesh sockets. it might help you.
i will look into that I have a copy of the blueprint code useing that website Change buildings posted by pevpev | blueprintUE | PasteBin For Unreal Engine
this is my BPC_BuildingComponet
Change Preview Mesh Debug posted by pevpev | blueprintUE | PasteBin For Unreal Engine
thank you so much. i don’t see any blatant error.
i don’t really like your “structureIDebug” but i don’t think that’s the issue.
also keep in mind that you’re using an “int” converted to an fname as the row name. you’re not using the actual row name.
that could really be creating issues.
i think you would benefit from reworking setting the row name to use in the bpcbuildcomponent.
if you decide to store the index as int (which sounds good enough to me)
then i would remove the that weird check for data table length in the first function, and in changedebug i will take the index (structureIdebug), i would get the row names, and then use the “get” node to get the actual fnam. and use that instead on the node “get data table row”.
i would have a branch to test if the index is >= Lenght (the = is important). and quit if it is the same. but don’t modify the structureidebug.
I do not know if this matters but my data table DT_Buildings with 0 for DA_Wood_Foundation and 1 DA Wood Wall and 1 for 2 for DA_WoodCellling
Im sorry what do you mean I’m using a int converted to an frame as the row name
So it is working sorta some time the building wornt place though and the building will start floating
the tutporial that im am follwoing next video is about floatingchecks and foundation so i will try that
if the building pieces are being shown, then there’s no issue with your code.