Need advice on structure

Hello, I’m currently making a system for see my inventory items in a 3d viewport (umg), with zoom pan and rotate around item.

I began to create a blueprint with all my rooms in it. There are several rooms because there are several kind of objects, for example the room where fishings rods are shown is bigger than the one for lures and also because I’m using a spring arm with a scene capture attached (rotate the spring arm makes the view rotate and moving scene capture locally on x makes the zoom, reducing arm length or decreasing fild of view doesn’t work for the zoom here).

Each I switch to a room, its spring arm is always at the same place so the view doesn’t reset and it’s what I want.

Everything works well like this, but after making 4 first rooms, I realised that putting 4 or 5 more will be heavy in the same blueprint.

I would really need an advice, I began to learn programmation, but I have only basis .
Would I rather make a blueprint with only one room, create an instance for each room and set their params? Place each instance in the level or in another BP?
Would I use only one room and set it’s size, light intensity, preview mesh etc each I switch item type ( and record position for view ) ?

Hope to get some answer , thanks a lot and have a good day

Hi

Might not be what you want. Have you thought of Spawning the Mesh (Fishing Rod) for example off to the side, changing to a screen capture camera, putting a Panel up in front of you and having the camera pan around the until you hit a button to exit.

That way, you can destroy the mesh after closing the view and revert back to normal camera?

You could hold all Meshes in a structure, and just pull which one you want.

Just a thought, if I got what you wanted.

Regards

Hey , sorry to answer late I just received the notification

I saw this today, (Unreal Engine Inventory Examine Interface - YouTube) I guess it’s what you mean :slight_smile:

In fact, all my meshes are already in arrays of structures, inside my character. A structure for rods, one for reel etc. The studio BP is placed in the level, at -5000 on z and is not destroyed.
In the menu widget, I basically use switchers so when I click on rods I have a list of all possessed rods with a viewport: (don’t look at those poor graphics ! )

The problem I have is in the stucture, or should I say the architecture of the blueprint.

I had something like this :

As you can see there are a lot of components, variables, and I have more studios to put in the blueprint, ( and also I have’nt found the way to use a camera with the scene capture ).

I thought about creating a parent blueprint with child, but it will make a lot of assets in my content browser.
Now I 'm trying something else. I have only one blueprint with public variables used in the construction script (scale of the dome, light intensity…)
Then in another blueprint, I add child actors in the construction script:

By promoting each one I hope I’ll be able to send them message individually via my widget, as it was before but with less objects.

But I still don’t know if it’s the more efficient way. I could also, instead of creating several children in the construction script, create only one studio and set specific parameters when I switch (when I click on rods, the studio changes to match , the dome get bigger, the light changes …). In this case I would use variables to keep track of view settings, and I could also save them aswell as menu status, so when the player reopen his game, the menu is the same than when he quited .

I’m sorry if I’m not clear sometimes but even in my own language I don’t always understand what I say …