I’m trying to reimplement a game prototype I made in Unity. I need to be able to stack rooms of various shapes and sizes on top of each other randomly. I’m using billboard components to mark where the center of the top entrance and the bottom entrances to the rooms are. I’ve got the room generator working no problem, I just can’t seem to get the billboard transform data out from the rooms. It’s no problem if the room is already created, but that doesn’t help me.
First thing I tried was creating an array with the rooms stored in it. That works, but it doesn’t know the class of the room. So I tried using a get class node to feed into the get component node, but the class was an actor component so it didn’t work.
I tried adding a calling function to just send the transform data, but I only seem to be able to reference it when the room is already in the level.
I started implementing a cast for each room type, but quickly realized that would become too bulky to make sense even if it did work for 2 rooms. So I created a _BasicRoom base blueprint that had the TopBounds and BottomBounds billboards in it, which would let me cast once, but then it seems I can’t edit their location from a child blueprint.
So basically the problem I’m trying to solve is moving one blueprint object to the location of a component on another when neither are in the level when it starts, and I’m stuck. If anyone has any ideas or knows a better way to do this, please do let me know. In closing: