Laying out UE4 test scene in BP with Game Mode / GameState etc
I am trying to make a physics test scene which throws objects at stacks of other objects. I want to author the locations to throw from and I want to move the camera from the spawn position.
I have authored the stacks as well as the spawn locations as basic actors.
I am struggling to see how the rest fits together.
I have put public array of transforms into the level blue print thinking I could populate that with the authored spawn positions and when I got a button press, spawn the actor. However when i click on the level blue print the public variables aren't editable in the editor. It also means I can't populate the actor to spawn variable either to know which actor I should spawn on press.
Then I thought perhaps it was the Game state that should hold all of this? BUt then this is not something that changes during the game.
Finally I was wondering if this should go into a Playercontroller? Then again I can't wire the spawn positions to the player controller because it's not in the scene.
So then that took me back to the Level blue print and perhaps I should have that find the spawn actors by tag, on start up?
This seems very simple and I'm just not very sure how I should lay it all out.
asked Mar 11 '15 at 12:28 PM in Blueprint Scripting
In the end.
Ball to be thrown is a Pawn. It finds the start positions in the scene.
Game Mode is basic game mode that does nothing but by having one you can change camera controller etc.
Once you have a camera controller it selects the camera actor placed in the world.
Pawn takes control input and teleports left & right, along the start positions, before being thrown into the world.
answered Apr 21 '15 at 12:33 PM
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