Switching between blueprints

Hi all ,
I have one Actor class blueprint with some key bind for rotation and movement of some objects inside the blueprint. When i am trying to use child blueprint from that and placing it in the scene 3 times, only one blueprint responds to the keys. What can i do so i can control them indivitualy? I am using the third person mode.

Tried looking it up but i cant figure it out.

Thanks,

Hey @StefunP how are you?

The thing about key bindings is that they consume the input by default. That means the first actor that handles the event stops the chain. Try selecting the binding and unchecking ‘Consume Input’

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Yes good one, indeed works and allows all the blueprints to move and rotate at the same time. How can i control them separately?

@StefunP, what do you mean by ‘separately’? Do you mean using different key bindings, or one actor at a time?

Perhaps you could explain how you’d like to choose the instance to rotate?

I mean one actor at a time…i am trying to keep the same key bindings and only to switch between the actors

The easyest i can think of is pressing another key and cycle between the actors. Or to select them with the cursor of the mouse.

This can be accomplished in many ways. However, you’d need to set it up differently in order to avoid awkwardness with input handling and consumption. Here’s the most straightforward one:

  • in the crane actor:

  • the input goes into the Player Controller blueprint:

In short: the Player Controller handles input and tells the selected actor what to do.


This can be set up much better, depends on how far you want to take it and how complex things are going to get. One advice I can give is not to enable input in individual actors.

pressing another key and cycle between the actors

Can be done, too. Do tell if you’d like an example.

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Thank you very much, but somehow i can`t manage to get the SET function, how can i find that inside the player controler blueprint? And also i cant manage to find the event Do the thing inside player controler( i have created it in the My crane blueprint.

Thanks, again

Promote the result of the cast to create a new reference variable automatically:

Drag a wire from a reference variable of the appropriate type first, then search to access the custom event inside.