Hello !
I’m making a blueprint that basically “assembles” parts of an object in a random, yet defined fashion.
it’s a bunch of parameters that affect the angle, size and rotation, and then it adds a static mesh component.
All of the above works Flawlessly in the editor but not in game.
Whenever I move the actor by any ammount, all the mesh dissapere and new ones are generated which is exactly what I want to happen, BUT whenever I hit play, even with a ticked function that moves the actor, it stays the same.
I have managed to take my function and associate it with the Event Tick, but then all it does is make the mesh appear. Not dissapere.
I was putting down a blueprint, that every 3 seconds, would spawn a child blueprint.
That would go on forever but I coudn’t figure out how to destroy those childs (I wanted to basically regenerate them) so as one would be destroyed, another one would spawn in its place.
I was attempting to destroy it via the parent, but realised I can go to event and set a delay to just under the parent’s so that it destroys itself (the child) and the parent would simply spawn another.
I wish I could post a video, but it’s under NDA. but thanks for the interest.