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"

Movement controls and weapons in other blueprints

I'm not quite confident I understand this fully, but I believe what I'm asking is possible and this is how to do it.

What I'm trying to do is declutter my character blueprint. I have a few super powers and movement modes available but they are currently all inside one single blueprint.

I'd like to have each superpower a separate blueprint, along with each movement mode (flight, teleporation ect).

If I have them all separate, by using Get player character + Cast To MyCharacter from this tutorial

will that work?

The examples have a few minor details but before I start dissection my blueprints I'd like to know how complex it can be.

Can I have my entire flight controls in there, and use casting to call upon that to control the player?

[Character blueprint] - has normal movement controls with a branch, to check for movement modes. If detected, by using Cast to, can the controls then be brought over from the other blueprint?

Hopefully this makes sense.

Product Version: UE 4.8
more ▼

asked Aug 12 '15 at 10:25 PM in Blueprint Scripting

avatar image

6 2 3 2

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

1 answer: sort voted first

Yes, it make sense to use some modularity, IMO is recommended to separate things for better organization. Everything in one blueprint like Tappy Chicken example is not good.

A good guide could be to separate things that are visually independent and can have some interaction between them.

To "link" your blueprints a good place should be your custom GameMode. There in the BeginPlay event you can get your player character and other blueprints and store the references in your characters variables.

To be able to access variables from other blueprints make them public.

For example in my game my character BP are separated to a ball, but he needs to know where the ball is all time to look at.

alt text

more ▼

answered Aug 12 '15 at 11:45 PM

avatar image

699 32 37 151

(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