I am trying to use a mesh asset which has been converted into a blueprint actor, to create a chase light effect between the actor-instances.
I set up the emissive material to loop the light on/off, but right now all actors turn on/off at the same time. Can I sequence the animation in delay between the actor instances without duplicating the material and still using the same single blueprint ?
I know about “Get All Actors Of Class” but I’m not exactly sure how to use it to get that effect.
Moreover I would want to control that effect in a way that I could sync it to audio, play it faster/slower - change it from linear sequence to random and more…is that doable?
Hi man,
I dont think you can ,
If you want different actor to use the same material instance, they have to share the same features.
If you want different colors, or different parameters , you need to have different instance of the material. (pretty completely sure)
Get all actor of class, is a node to get a list of all the actor of a type, in the level,
With that you can have a list of your “Doors” , to use as reference to call a command to every door, or to evaluate which door shoud do the actions.
But it dont help you in any way with the “material instance problem”
Another dirty way could be using the mesh
for example add a mesh to hide the emissive mesh,
And let every actor animate the “Hider mesh” to show or not show the emissive mesh .
This will leve you with only 1 material, and 1 blueprint, but i dont know about performance XD
Thank you for the detailed response. So to create a chase-light-tunnel effect I’d have to manually set 10+ materials with different animations.
Your dirty way sounds good as well, as I’m doing a more basic scene so I think it’s not gonna be overloading it too much.
How would you approach that? blueprint-wise?
My end goal is to have 15 copies of this Truss-Neon-Element, then turn the neons on/off based on an audio track (so manually controlled via Timeline Events) and also light them up in sequence. Basically creating various emission effects between them.
I know how to control the emission amount in a material via the “Material Parameter Collection” - combining with a “Set Scalar Parameter Value” - but that’s just one material on one blueprint.
If I need to create a tunnel of objects, I need to assign each blueprint copy a different material so I could control the emission amount manually
So from what I see it means I have to duplicate the blueprints as well as the materials? so 15 blueprints with each copy assigned a different material?
Oh wow that looks amazing! thank you so much for the super quick buildup.
Is it possible to combine your method with a method that allows a manual control too? so I could fire up each blueprint instance’s emission on an audio timeline?
For example instance1, then 2, then 1, then 5 …etc…
Thanks again for everything
EDIT: trying to rebuild my scene to mirror your setup, I am facing some super noob difficulties:
1- The “Light Chase BPs” object that is used a few times in your BP - how do I get that?
2- The Light Off / Light On boxes - how do I get those?
3- The Target -> Sequence number conversion - is that array to float?
4- I can’t seem to figure out which part of the BP is pointing to the emission\visibility parameter
sorry for all the questions and thank you for helping again
So that by itself already creates a sequence effect, and it can run independently right?
So the 2nd method you showed from the level BP, is to create a similar sequence but from an outside BP right?
Cause over there I am not able to get the target node for the “sequence numbers”
Light sequence is a custom event in the blueprint, so a reference to that kind of blueprint will have ‘light sequence’ as a callable event ( after you’ve compiled it ).
Sequence number is an int in the blueprint, you have to declare it a make it visible:
](filedata/fetch?id=1856573&d=1611673919)
Tell me how it goes…
You are so kind for keeping up with me, thank you !!
I replicated almost all the BPs you showed me.
Except
1- can’t create the combined “Target | Sequence Number” node - levelBP
2- when I call out the functions they appear as blue and not green like yours - levelBP
3- can’t connect the Next Light node to the Target slot in “Light Sequence” - ObjectBP
My mistake was that I declared “Sequence Number” in the LevelBP instead of the MeshBP, as well as mixing two techniques at the same time - lighting from within the BP vs lighting from the LevelBP.