Editable variables in the view port not affecting BP with Skeletal mesh?
My skeleton enemy has a trigger that makes him head towards the character, but I wanted different trigger box transforms depending on when and where. Considering I have NO idea how to copy a BP with an animation BP attached because it doesn't work at all, I'd just make a second skeleton by duplicating...but that doesn't work and I'm not sure how to get around that. But the construction script was probably a better way any way. Get the Box component set it\s world transform. and set that to a variable. make it editable, tooltip, etx. So it's in the panel on the view port now. But sometimes when I edit it on one of them the trigger box just sisnt there... Actually its lie, All of the skeletons all ready on the map could have the box adjusted...any added to the map afterwards do NOT work... Is there something I may be missing? Or does someone have an idea how I should be doing this??
So when something like this happens, it's usually a good idea to use the debug filter option to see exactly what's happening in realtime to a BP in your game.
After you PIE, you can select an instance from the debug filter dropdown to see exactly how the BP Instance in the level is interacting with the AnimBP.
So after I duplicated Skeleton_Enemy_BP and placed Skeleton_Enemy_BP_2 in the level, I selected the instance of Skeleton_Enemy_BP_2 from the debug filter dropdown. I noticed that the signal from Event Blueprint Update Animation (in the AnimBP Event Graph) was not making it past your Casting node.
When you duplicate a BP, it is essentially not associated with the original version. So the AnimBP is trying to cast to Skeleton_Enemy_BP when we need it casting to Skeleton_Enemy_BP_2
We can get around this in one of two ways.
It will use your Skeleton_Enemy_BP as the Parent Class of the Skeleton_Enemy_BP_Child. Casting to Skeleton_Enemy_BP(now the Parent) will also cast to it's children.
Let me know if that helps. :)
answered Mar 14 '15 at 12:59 AM
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