Set audio actor activity, depending on the active state of other Class Blueprints
I am trying to activate/deactivate the playback of an audio actor which will only play when a number of separate class blueprints have been activated elsewhere in the level.
To be specific;
I have an Audio actor which plays the sound of a wooden door being banged and hit. I only wish for this audio event to be triggered when the class blueprints for 3 other actors within the level have been toggled to active by the player. I only wish the audio to play when all 3 of these class blueprints are active.
My first guess is to use Level blueprint to create a function which will recognise whether or not these class blueprints are currently active, and in the state where they are all active will set the activity of the "Door Banging" Audio event to active also.
Unfortunately I am new to Unreal and I am struggling to figure out how to get the class blueprints and level blueprints talking to one another, let alone how to create the final event within the level blueprint.
Any help would be greatly appreciated.
asked Apr 26 '15 at 09:38 PM in Blueprint Scripting
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