hello. I consult them. I already have a large set of objects to collect in the level. the problem is that there are many objects and it is annoying to create in blueprint one by one. Is there a way to do it together? Thank you
It really depends on what you’re trying to do. Are you trying to add them to an array? Could you show the annoying part?
Inheritance is what you need.
You make one blueprint that you can pick up, and then all the others inherit from this, and have a different mesh, different points etc…
ok. thank you very much for the tutorial
there are several seeds that the character has to eat and I don’t know how I can do it together, since there are more than 300 in total. and the idea that when you finish eating the whole game is over
Many ways, the most common one is to count them down with an Event Dispatcher, the Seed Actors already trigger an event when they get destroyed, we need to subscribe to that event.
You can do this in any blueprint (apart from the Seed Actor, that is):
tip: if you assign
, you’ll get a custom event with the appropriate signature automagically:
when you finish eating
I’ve assumed that eating means destroying the seed.
Exactly, when eating the seeds they disappear. I’m going to try it. Thank you
hello. create a blueprint of the seeds with collision
I made the connections but it didn’t work for me.
what am I doing wrong
First, semilas should be an actor (with one element(mesh)) you put in a level(either manually dragging actor to a level one by one, or by spawning them from the level blueprint).
Second, when your character overlaps the semilas (cast to your character from an “actor begin overlap”(in semilas blueprint)), call destroy actor function (also semilas blueprint).
Then this code will work. Also, if you are spawning them, make sure you spawn them before you get all actors of a class(original semilas class). Do not use semilas1,2,3… for now and don’t put them in a level.
yes, what I did at the beginning is to make a new actor that would be the seeds and that is the group of seeds in general. and in the blueprints of the character I linked it but I didn’t work on it. I’m doing something wrong
what does this semilas brick and box exploding icon represent?
the seeds is a set of seeds, it is an actor.
the big box is collision
how was this set of seeds made ? No idea what that is.
Also, what would that one collision box do anyway? Its just one collision box.
is a mesh of a set of imported seeds. and the box is a single collision that wraps all the seeds
Doesn’t work that way. Every single seed has to be an actor with its own collision. One actor blueprint that contains 1 sphere mesh component and 1 collision sphere component (same size as sphere mesh) - and than drop this actor (as many time as you need) in a level manually or spawn them programmatically from level blueprint.
and there are more than 300 seeds, do I have to do it one by one?
You can speed up planting manually by duplicating the actors or set of actors (hold ctrl and select some actors in a row and than press right click and select duplicate) in editor.
Or make some for loops for spawning.
Or make a custom editor.
ok, I’m going to see it. Thank you