I tried to do that but I’m a little confused, and I don’t really know how to do that.
First, I created a blueprint, but I can’t get the door I already made, so I add new component “static mesh”, with the “shape trim” (from starter content) but I can’t change the size of the object. So how can I create my objet ?
Second, I tried to add my beam but when I want to set the source actor, I can only pick my map object (not my blueprint static mesh) so I think there something I’ve done wrong.
I would suggest having a look at the Blueprint tutorial videos here first. I am unable to do an example right now, but could maybe post something up tonight. You could also try looking on the Wiki page here for help.
When you say you want to change it’s size, what exactly are do you mean? You can change the scale of the mesh along any ( or all ) of the 3 axis. Does that not give you what you want?
I’m not exactly sure what you mean by this? You should be able to add another static mesh to your blueprint and set its mesh to be the beam part.
I found how to do it. If I add a static mesh, i don’t have access to the scale tool.
I had to add an other static mesh (a child of the first static mesh), and it works, i can scale what I want. I think the first mesh is in fact the “global scale”.
The beam source need an actor so I can’t select the mesh. And I can’t add “actor” on a blueprint.
You aren’t able to manipulate the Root Component the same as you are other. In your case the first static mesh you added becomes with Root Component. What I would suggest is first add a SceneComponent that will become the Root, then add you Static Mesh Components as children of that. You will then be able to scale/rotate/move the mesh around.
You can add a ChildActorComponent to your Blueprint and then you will be able to select an Actor.
I add 2 static mesh and my beam. In the construction script, I change the “beam source” with the “world location” vector of my first mesh (same for the target).
When I put the BP in my map, it works perfectly ! But when I press play, the beam change and isn’t on the source and target element.
It’s hard to visualize what is happening, any chance you could post some screen shots of what it’s supposed to look like and what it ends up looking like?
Ok, so I spent some time figuring this out and got it working.
The first thing to try is to use the Event Graph and the Begin Play event node to set the Source and Target locations like you were in the Construction Script, using Get World Location.