As title suggest there is no tilemap asset option in blueprints. I’m trying to use an Integer based select to choose a random tilemap but there are only options for Tilemap Actor and Tilemap Component. There are options for Sprites, Flipbooks, and more paper2d assets but not Tilemaps.
I can only assume this is an overlook. Is there a work-around? I need the ability to randomly load a preset selection of tilemaps.
My tilemaps do not show up under any of the available options. Also, for sprites, sounds, and so on – they are labeled as “assets”.
The issue is that I want to dynamically change the tilemap which a blueprint component uses by use of the SELECT node – but there is no tilemap asset option like there is for other assets.
As a temporary solution I might add components to a blueprint for all tilemaps I need, collect their reference in an array, hide all of them or disable, then only enable the one on a specific index. Not the prettiest but perhaps the easiest work-around.
if you make a blueprint based on PaperTileMapActor, you can use its RenderComponent to SetTileMap, and from there you can drag off and make a select node to choose a PaperTileMapReference, but i don’t think you can make a blueprint variable of that type.
you can make TileMaps show up in MakeArray nodes, and in Select nodes, but you cant promote them to a blueprint variable, which i think is a bug.
Edited the line and saved, but I’m still not seeing the Asset as an option, or what you’re showing in your screen capture.
Not sure if I have to recompile the source(never have tried or read up on how). I could probably load my asset as an object and use a cast node. Will probably use alternative methods until they fix this.
I don’t know why this was marked as resolved. This is clearly a bug that hasn’t yet been patched as far as I know, and visual studio won’t compile because it can’t find the Engine solution, which I can’t seem to locate either.
I went ahead and created a feature request for this to be exposed to blueprints (UE-20962). When it is addressed by the engineers it will be added to either the Hotfix or Release Notes if determined as a valid request.
Thank you for taking the time to report this issue.