What is best approach for building physical actors with physical actors?

Hello
Relatively new, please excuse if answer obvious.

I have an actor blueprint that represents a room. This way i can easily spawn it and move it in new maps etc.

I want to have conveyors in that room. They should be placeable in editor but also on runtime.

The most intuitive way would be to make an actor blueprint so that i can style and build the whole thing with textures and functionality.

But actor inside actor is not allowed, and blueprint component does not have a viewport to conveniently build complex forms.

So what is the common or best approach to build logical blueprints that are related to specific meshes?

Looking for a push in the right direction.

Thx a lot for all mentors out there

greetings

It is. It’s called Child Actor Component. It’s a component that can be added to an actor, and it will instantiate another actor. A child can talk back at the parent like so:

Ideally, you’d implement an interface if modular is the name of the game. However, the support is not great, the system was never fully finished and is still underdeveloped / limiting. But it depends on your particular needs. It might be sufficient, it might suck big time.


Also, you can extend some of the existing components:

You then get a (almost) full blueprint with a graph, variables, functions and so on. These can then be added to actors, each can drive its own logic, sport exposed properties, implement interfaces. Now you have a custom Static Mesh Component to populate your actors with, inheritance is supported, too.

It does not have to be a Static Mesh Component. It could be a widget component, skeletal mesh, spline mesh…

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