Thanks for the detailed reply. I’ll reply to everything you said later, but a few quick replies if that helps you give me a solution:
This is what I want, to set the settings (of chosen Actor) from Child Actor Template properties - not in the blueprint - but in World view. Is that possible? Either by converting Actor Variable to Child Actor Class (component), which then spawns the real Actor on Begin; but in the Construct code I can feed Actor Variable settings to Child Actor Component?
(Meaning I need any conversion method that works, so that I can feed variable settings to the final Child Actor, which spawns the real one; but I need instance edible settings for each Crate BP that I place in the level (instances/copies).
Ok so my Pickup03 is an armor set (6 individual parts, each can be set separately with 6 DT row handle variables). It has complicated code to read a DT and each EACH armor piece in its Construct script.
So for head, chest, legs, boots, etc - in that Pickup actor, I just use a dropbox variable - to select which DT row to read, and the Construct script then sets the Mesh, color, name of the matching Row handle.
But then I need to spawn that Armor Pickup BP in the LootCrate BP, or Armor Rack BP. So I need to get at the Pickup BP’s dropbox settings, to set which parts of the DT armor to spawn (because I can mix and match, or sometimes I want a Crate to spawn just boots, not all pieces - thus I need to be able to instance edit the variables).
And I need an actor inside an actor because I have some Pickups that spawn with physics shells, so they shoot out of the Lootcrate (as actors with a physics collision box that is separate from Crate BP), and when the box hits the ground, the physics box deletes, so the pickup doesnt move/push anymore. So it’s easier to have separate BP actors.
Yes Ive thought of this. But do you have examples of each - how exactly to CastTo or BPI to the Child actor/component - so that I can access their variables from the Details panel in World view?
E.g. for the Pickup03 armor - I have 6 DT row variables, which then read the DT for each armor piece. So how can I add DT row variables in LootCrate BP (this part I know how) > to CastTO or BPI affect the [Child Actor] that is spawned (dont know how)? And do I need that code in BeginPlay?
- (I’m not sure how to affect the spawn or Construct-change of Child Actor Component) - since Component variables have mismax.)
- {I’m thinking something like At BeginPlay, Set Child Actor Component > To [what type of actor and How - Get parent?] >
… then CastTo the new [actual Actor] > set its variables by reading DT from my [DT row handle variable] in LootCrate BP (and thus Pickup03 no longer sets its armor from its DT code, but now the DT code in LootCrate BP)? But I dont know exactly the first steps, so I need to see a code example.}
Thanks
Well I disagree because even with the other guy’s usecase, he had a Dresser BP and things inside the drawer BP, that need to be separate.
Or if I want to make a HotelRoom BP and inside that is an Physics Chair BP. I would want BPs in BP for 1) the spacing to be exact for all units, 2) I need to place 20 HotelRooms in a map (which need code for Open doors), and 3) I need to edit the Chair BP later, and its collision boxes need to be separate from the HotelRoom volumes.
(Im from UE1 and grouping meshes together into BPs, and adding code - is much easier on design/updates, instead of placing individual parts in a Map - ill never do that again because it wastes so much time when I need to change groups of things. And I dont want to use map > Groups because I will make many Maps, thus I want BPs premade that contain Rooms + items spaced correctly - I can access from the Project. So I do not understand why Epic did not already make what my question asks for. )