How do I make sure that I can’t use Blueprint until I apply another Blueprint?
Hey there @popadens! I don’t quite understand the question. Are you attempting to make sure you have specific dependencies that are required to use a blueprint? For example your character blueprint only being valid when it has a capsule? In cases like that, I’d often construct the original base class in C++ as it’s easier to have direct dependency when it’s built into the class itself. Or do you mean literally having to apply another actor to something to open up functionality?
I mean the literal need to apply another actor to something in order to open the functionality?
One of the most common ways of gating off logic until something is done in Blueprints, is by using the Gate
or MultiGate
nodes. The example below illustrates one of the simplest ways to use one. Where the key has to have touched the door’s box collider once, then when the TryToOpenDoor
event is fired, it would then progress and open the door:
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