Hi guys and gals
Sorry if this has been asked elsewhere but i can’t seem to get my searching right on this one, I’m new to game development and I’m a bit short in the terminology.
So I stumbled upon the blueprint BP_Fence (1.2) in the advanced_blueprint level of the content examples and thought it would be a fun way to brush my non existing vector math skills.
Building from the logic of that blueprint I pulled together another little blueprint to place static meshes in a rectangular shape using a vector with a 3dWidget. Since Blueprints are so cool and easy i went on and added a floor and ceiling to it. After that a door and window mechanism that can be customized per bp instance. After hacking away at a couple of problems with collision i now have kind of procedural ugly house blueprint and a huge feeling of accomplishment .
A pic. The vector widget used to generate the house is selected, all the houses where built using the tool.
(Some of the texts of the details panel are in Catalan sorry, but you can get the idea)
Any hows all above being great fun to make and use this bp has couple of limitations that i would like to overcome.
The one i would like to address right now is the meshes can’t be selected individually.
For this and some other reasons i would like to build in a “bake” or “place in level” functionality in the blueprint.
The work flow idea is to rapidly place the structure of the building using the blueprint then press a “button” made with an exposed bool in the details panel of the blueprint instance and get the blueprint to place each static mesh individually in the level as if it had been placed by hand dragging from the content browser, The blueprint is then deleted and each static mesh resulting from the bake can be manipulated (Materials etc) individually .
So basically what i’m looking for is an “add mesh to level” node or something that will allow me to permanently place static meshes in the Editor from the construction script graph of my blueprint.
Is this possible?
I’m a php programmer so i should be able to slug my way around a C++ approach if a blueprint solution is not possible.
Thanks a bunch
P:D
Content Examples is the bestest sample project in my experience EPIC please keep adding to it.