Programming dynamic target for BP

Hey, in this case make an editor exposed pointer to the other teleporter. In the editor designers can then use the actor picking tool to select the target teleporter in the editor. Be sure to take into account an unassigned value (check for NULL). Try something like this in your teleporter C++ class:



UPROPERTY(EditInstanceOnly, Category = TeleporterPad)
AMyTeleporterClass * TargetPad;


Now if you drag a teleporter pad in the level, you’ll see the TargetPad property in the details panel. Next to it should be the picking tool that allows you to pick another teleporter from the level viewport. EditInstanceOnly since the target teleporter is level dependent so you can’t have a default value.

Edit: posted the BP version. Take your pick. :slight_smile: