Hi! I encountered strange behavior.
What I’m trying to achieve:
I want to create a ladder blueprint that will contain both Player interaction behavior and navlink functionality for npc-s.
The issue:
I tried to create a blueprint inherited from NavLinkProxy and add a static mesh component to it. For some reason the static mesh was not visible during runtime. I’ve checked this behavior with a basic meshes - the problem is not with the mesh.
Then I tried to create a simple Blueprint with static mesh and add a navlink as a ChildActorComponent. It led to very strange behavior: the object start to become marked as “Hidden in Game” as soon as playmode starts. More than this - this flag persists when playmode is disabled.
So I can set it FALSE, launch playmode and then turn it off and the flag will be TRUE.
Removing the childActor - stops the behavior.
It looks as some sort of engine bug to me, though I am too newbie to the engine to be sure.
If so - there must be a more or less standard approach for this task. I will be glad for any information or advice.
Thanks in advance!
Note:
- Of course I can create separate interactive ladder and a navlink and then connect them somehow. But in case there are a lot of ladders on the level it might be very inefficient manual work to create a navlink for each ladder separately.
- Also: everything I tried was on clear blueprints with no additional blueprint or C++ logic applied.