Your project won’t be corrupt if you delete it anyway, but you can also delete the referenced blueprint before deleting the reference
To do that, you can right click on the array under the Variables section on the My Blueprint window (that should be on the bottom left by default), click on the Find References option on the menu that pops up and then choose the third option on the sub-menu (I currently don’t remember the exact name but it should be something like Find in All Blueprints)
Oh just looked it up, you can also do a Ctrl + F to search for the exact name!
Either by adding / removing them from the default values of the array which you can see by navigating to the Details window on the top right (while the variable is selected on the My Blueprint window or clicked on inside the Event Graph) or dynamically in blueprints with the Add or Remove Index nodes
However, I wouldn’t recommend adjusting somebody else’s code and rather doing it from scratch by yourself. If it’s a team project, then different individuals should have been delegated to different tasks in the first place!
Well… i ask the guy to help me with a “slider rotation control”
he ends up by changing the entire scene, simplify it, change light, button, materials, camera movement…
scene is really better in term of interactivity but garbage in term of light and material results-understand nothing and he did not explain what he changed and how to manage it.
Anyway long story short-
rotation works…
but i still can’t manage or edit this +")(Eç/"ing camerasarray →
The plus (+) icon is unclickable? I don’t think so, it seems like it’s exposed to blueprints even if it’s based on a C++ class
What happens when you create a new camera component, drag it into the Event Graph from the Components window, right click on it’s output pin, click on the Promote to Variable option on the menu that pops up, and then from the Details window change it’s type from single to array by clicking on the blue rounded rectangle icon and selecting the dotted square icon?
Yes makes lot of sens… since i have no idea how to tell my newly dragged camera component than it has a to be certain camera…
look. im very thankful of your help but i don’t really understand what you’re telling me. Im a bit screwed because a wanna be geek change all my project with useless stuff i don’t even understand. What was validated by the client have been screwed by this total idiot. Anyway → this useless idiot create an array with the existing camera i would like to change or manage, unfortunately i cannot manage what’s inside this array. Plus i have no idea what to do with a camera component dragged into the evengraph and makes it relative to existing camera.
im really sorry my knowledge is limited, im just a 3ds max user and graphic designer.
So im not being sarcastic when i say i’ll be back in a couple of weeks
yes thank you…still does not respond the first question to the first and only problem im facing…
1: How to use an already place camera in the scene and make it as a component in the blueprint
or how to add an already place camera in the scene in the component blueprint
2: How a newly called “camerasarray” component is composed (these two words have the same root)
can be composed of multiple camera
But beside, yes thank you very very for your precious help, it’s getting more clear everytime.
Components and actors are separate. You can have an actor that has a camera component inside. You can attach actors to other actors or components, have one actor as the parent of the other, or one component as the parent of the other, but I think there’s a confusion going on based on your question.
It’s not a component, it’s an array, it stores multiple variables inside. Variables referencing things doesn’t mean that they are the thing that they’re referencing.