Spawning a DMX Light from Actor Class

I have built an extensive DMX based rave game and everything is working fine when I have placed DMX lights in a scene and control them from a blueprint and UMG I built. In the game, I have the ability for club owners to place static meshes in a scene like stages, speakers, furniture, etc to customize their clubs. I do that by dynamically spawning static meshes based on players selecting from a UMG inventory menu system. I decided that I wanted to also have them be able to select DMX lights that I have built into their clubs as well and place them. So, I dynamically spawned a class that is my blueprint that controls my DMX light and the whole application blows up with this type of warning.

[2022.08.23-16.27.13:411][ 0]LogUObjectGlobals: Warning: Failed to load ‘/Script/DMXFixtures’: Can’t find file.
[2022.08.23-16.27.13:412][ 0]LogLinker: Warning: CreateExport: Failed to load Parent for BlueprintGeneratedClass /Game/DMX/LightFixtures/BP_MovingHeadMojo.BP_MovingHeadMojo_C
[2022.08.23-16.27.13:413][ 0]LogLinker: Warning: Unable to load Default__BP_MovingHeadMojo_C with outer Package /Game/DMX/LightFixtures/BP_MovingHeadMojo because its class does not exist

Any ideas? I realize this a very niche issue. Anyone have any suggestions on who I might contact at Epic and Unreal who might be responsible for DMX lights?

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Hi - I too am dabbling with this ‘niche’ issue - but I’m sorry I’m not as advanced as you. However, thought I would share what I’ve noticed in case it helps. I’ve been playing with DataPrep automating the spawning of DMX light blueprints when I import a model with lighting positions already positioned which are in turn replaced by DMX light blueprints. What I’ve found is the DMX attributes get mucked up - and one placed you’re not actually able to select a DMX library for each light. HOWEVER - this is the tiny bit of information that may (or probably won’t) help - but if I close the project and re-open it again - the DMX attributes seem to fix themselves up and I’m able to select as normal as if manually placed in the scene in the editor.

I wonder if your errors are related to this that spawning seems to not ‘connect’ the additional attributes of the DMX plugin properly.

I would be interested if you manage to resolve this as it may help me resolve the proper spawning of DMX blueprints.

Thanks,