Thanks for the reply - I have done those, but on closer inspection:
The BPProjectile is spawned by the gun has a projectile speed of 0 even though its set correctly on spawn and appears to be being passed using a PrintScreen message. (The ground ones were fine) so can’t use it.
The BP Widget with a score is also spawned but it’s invisible.
Both seem to be an issue when a generic BP type of actor is **used more than once **in a level, in the demo app It works ok but the actors are not the same as I’m trying to do - unfortunately I’m having to back out all those changes and go back with spawn on-demand.
I’m not sure what the difference between the shared pool and pool are. Either doesn’t fix my issue.
Hello,
My name is Chiaka.
I purchased your plugin quiet while now but just recently I started Testing it . Basically it not working at all . I have gone through your forum Documentation and I have done exactly what was
explained there but the result is that the Actor containing the Pool component is Spawning Correctly the Actor derived from the Pool Actor Parent class with Pool Projectile component attached to it. But the Spawned Actor Does not move at all
very annoying. I was even planning for a refund but I decided to contact you first and see your response. Thanks for your reply.
There’s no need to post same thing “everywhere” and send it to every email possible.
I got the review notification. I don’t know why you think 1 star is fair, anyways, you didn’t understand how to use the spline method properly;
There is a sample project you can download from here:
“100” speed for a spline path means it will move so fast you won’t even see the bullet.
You should actually do something like this instead (when spline is used):
“1.0” speed, the bullet will travel across the spline path in 1 second.
“2.0” speed, the bullet does the same in half a second.
“100” speed, you are basically teleporting the bullet.
“Bullet Speed” is a property marked with “Exposed on Spawn” flag.
Epic have documentation for that:
The other struct pins, when it is disconnected you can right click it and do this:
Nodes can split structs to make it show each variable as a pin.
I just posted above a link with a project for you to see, I don’t know why a video would be any better than an actual project to show the nodes in use.
OK. I have found the real issue my projectile Actor contains a “Default Scene root Component” and yours does not have it . After I remove the “Default Scene root Component” and let my Static Mesh Component not be a child of any component it starts to move. Wow, that was close. Thanks so much for your patience your response was professional and what a great plugin keep it .
[USER=“434”] XaVIeR[/USER] Can you please expose the Set Template Class so that we can set it via the blueprint? Also let me know if I can change the C++ code than build it with my project then put it back in the engine folder, if that would work?