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[Feature request] Reparenting BPs in editor

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    [Feature request] Reparenting BPs in editor

    Context:
    * In C++ you can easily change the class hierarchy before you recompile each time.
    * There is no reason, to me, why this shouldn't be possible for Blueprints (the BP properties change while the editor is running anyway)


    Problem:
    1) Let's say I have a Blueprint called BP_Gun. I've previously added BP_UsableActor, which it derives from, with inherited properties.
    2) Having implemented an arrow shoot function, I want to generalize a property called IsAmmoManualLoad, but I don't want this on BP_Gun.
    2b) However I also want to retain any BP_Gun properties for a BP_Bow.
    3) I've added other child-Blueprints of BP_Gun, spending time on this, but willing to use a slow recompile method.
    4) I want to re-structure the entire Blueprint hierarchy (early prototyping phase) to have BP_Bow inherit from a separate BP_Weapon in-between.
    5a) The parenting structure of BPs would change from:
    BP_Revolver -> BP_Gun -> BP_UsableActor
    BP_Bow -> BP_Gun -> BP_UsableActor
    BP_Shotgun -> BP_Gun -> BP_UsableActor
    5b) To:
    BP_Revolver -> BP_Gun -> BP_Weapon -> BP_UsableActor
    BP_Bow -> BP_Gun -> BP_Weapon -> BP_UsableActor
    BP_Shotgun -> BP_Gun -> BP_Weapon -> BP_UsableActor


    Proposed solution:
    * Add code to enable reparenting BPs in the editor, with the caveat of a full recompile of that BP's children BPs (slow).
    * The UI implementation can be a combo box/dropdown where the BP parent is currently shown.


    Devil's Advocate and other considerations:
    * I could just use tags, but this is restricted to the level's actors themselves, not dynamically generated actors i.e. not (BPs) at the static level.
    * I could add extra data in C++, but 1) I want the flexibility and 2) for more complex examples I will still need this solution anyway.
    Last edited by xXxFishAndChipsxXx; 02-07-2015, 04:17 PM.

    #2
    Hi xXxFishAndChipsxXx,

    You can already reparent Blueprints in the Blueprint editor, using either of the following methods:
    • File..Reparent Blueprint menu option
    • Click on "Blueprint Props" (4.6 and earlier) or "Class Settings" (4.7 and above) on the toolbar and using the Parent Class drop down in the details panel.


    Cheers,
    Michael Noland

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      #3
      Okay, thanks. Seems to do what I need.

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