How to create instance of Blueprint in C++
Apologies if this has been answered elsewhere or if I am misunderstanding something. I just started using UE4. I tried searching for many hours regarding this question, but I could not find an answer that made sense with my setup.
Ok, so I am playing around with trying to simulate robots with UE4. These robots have 3 DOF, and 4 rigid body components. I have Static Meshes for the 4 rigid bodies and have managed to create a Blueprint with the correct rigid bodies and joints. When I change the blueprint to put the robot at a certain configuration, it does so correctly.
So, it was easier to do the modeling in Blueprint scripting, but now I want to be able to spawn 2 robots in a level and have them each do different things. For instance, let's say I want them to alternate between two configurations every 30 ticks, where each robot has a different gait table with different alternating joint configurations.
My question is this: How can I use the blueprint I have created in my C++ code? I want to work primarily in C++. I saw that there is a function to spawn an actor in the world. Is there such a function to spawn an instance of a blueprint, then be able to modify its properties/call functions in the C++ code? I tried creating the robot with C++ code, but was unable to replicate the blueprint version. Do I need to implement the functions I need in the blueprint and them call them from C++? Basically, if I could convert the Blueprint to C++ code, my problem would be solved. I was curious if there were any workarounds or if there is something I am misunderstanding.
Thank you in advance for any help.
asked Mar 11 '15 at 05:26 AM in C++ Programming
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