So finally diving into actual UE4 C++ coding after many years away from the fold. And I have a question.
I’m starting work on a conversation system and I’m looking into how you’d go about creating a ‘stage’ for placing actors on.
Functionally, it works like this:
- We have a container ‘object’ that contains a set of ‘markers’ that Actors can be bound to.
- There can be 1-n number of ‘markers’ on that stage object.
- Each of those markers can be moved, rotated in-editor but are not visible in-game.
My first guess at implementing this is that the stage is derived from an Actor, as well as each marker node. My question is how do we set these markers as visible in-editor only? I see that you can set the bitflag to be bHidden, but I’d like to disable the editor from changing that.