Hey all,
I generally am pretty stubborn and work through the road blocks I hit, but this one has me a bit frazzled at the moment and I think I could really benefit from getting an outside perspective on this. I’ll admit, it’s a bit above my current skill level with blueprinting in some ways, but hey, you’ve got to be ambitious to get where you want to be! Any help/advice given is greatly appreciated!
So here is what I’m trying to accomplish in a nutshell;
I have an actor that I place manually in the level during level design to act as a placeholder for upgrading to another actor if conditions are met (the conditions part is easy enough). Example: TowerBase Actor Class.
Now what I would like to do, is be able to replace that actor at runtime using a HUD interface button with a different actor class (example: TowerUpgrade_1), and have it only effect the tower that had it’s Upgrade HUD button hit. I have the HUD class setup, it’s just currently not setup to replace the current actor with a new one (this is really my main issue) in a viable way for my purposes.
I assigned it an integer to act as its unique identifier, but am struggling to figure out how to access it on the HUD class properly in order for me to only upgrade the one tower & not all of them or a random one. I did this by making a struct with all the needed variables for my TowerBase class. In addition to this, I’m having a bit of trouble figuring out the placement mechanics for that. Specifically, I’m having trouble figuring out how to set the TowerClassToBeUpgraded to variable in my struct through the HUD class as well as the unique ID variable.
I know it’s ultimately due to lack of experience, but I’ve done a ton of searching on the forums to see if I could find any info on similar issues others may have had, but only found one semi relevant post, which did things on a grid based system, which I would like to avoid if possible, as I think it could be done in this method I’m trying to use, and it would be much simpler. But if it turns out that I’m actually over complicating things with this method, I’d gladly switch to the grid based system and give that a shot. Also do note, that I took the time to dissect the content example “Strategy Game” from Epic, but all the relevant mechanics for what I need are done in C++, which I would like to avoid if at all possible.
Again, any/all help on this matter is greatly appreciated! If you have any suggestions for simplifying this route I’m taking in approaching this, please feel free to share!
- Sinari