x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Rotate/Move pre-designed Level Parts?

Hi there! I'm currently working on a Zelda-esque (or Binding of Isaac) random dungeon generator. For that, I need to know if it is possible to pre-design a complete room with assets, Blueprints, static meshes and so on - and somehow combine that into one "Room" piece that I can move and or rotate.

My idea was to make a "Room" Blueprint that only has a collision box of the size of the room. Now I design a complete room with everything I need in the level editor and then I place the "Room" Blueprint to enclose the whole thing in the collision box and somehow the Blueprint combines everything inside together and links, merges or somehow groups all the stuff together so I can move or rotate it as one level room.

Product Version: Not Selected
Tags:
more ▼

asked Oct 31 '14 at 09:52 AM in Blueprint Scripting

avatar image

Blue669
246 29 38 54

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hello Blue669,

I may have a solution for you. If you would like to have pre-made rooms, you will need to build them in the components tab of a blueprint. You can then assign a parent mesh and hide it in game. This will be used to move the entire building. Here is a quick example.alt text

I hope this helps

Make it a great day

comptab.png (363.3 kB)
more ▼

answered Oct 31 '14 at 03:41 PM

avatar image

Rudy Q ♦♦ STAFF
47.4k 545 132 523

avatar image Blue669 Nov 14 '14 at 02:38 PM

Hello and thank you for your answer! Composing the room-blocks in the components tab is doable, but I can't place other Blueprints here. How would I set up places where enemies or items can spawn?

avatar image Rudy Q ♦♦ STAFF Nov 14 '14 at 07:20 PM

Hello Blue669,

You could try making and then placing a custom scene component(s) in the each of your "buildings/blocks" use these to determine where you want your enemies/items to spawn. You could then use "get all actors of class" for each of your different types of scene components and from there spawn your enemies/items. I hope this helps.

Note here is how to make a custom scene component: alt text

alt text

Make it a great day

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question