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blueprint idea needed

Hello everyone I have a question. I want to make something like giraffe evolution ......................................................................................................................................................................... .

alt text

...................................................................................................................................................................... which we have several blueprint actors that we can combine them and it will spawn a different actor. and we can combine the spawned actor with other actors and so on.

**since I'm going to use a huge list of actors like this I want to know what's the best way to make the blueprint organized.

my idea is to just make a parent actor with the main blueprints and all of the other objects will be child actor of this main actor.(im not gonna animate these actors and they are just actors ) and then in every child's actor i manually define the combination. what do you think? thanks**

Product Version: UE 4.8
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asked Aug 25 '15 at 01:33 AM in Blueprint Scripting

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madmonsterrr
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avatar image jfaztk Aug 25 '15 at 01:42 AM

Well, you seem to have it thought out already. What exactly do you need help thinking about? The parent-child idea should work out fine.

avatar image madmonsterrr Aug 25 '15 at 02:03 AM

thank you for your answer. I wanted to know if there is anyway to make it more organized. maybe just only one actor with an object array list for the staticmesh?

avatar image jfaztk Aug 25 '15 at 02:05 AM

Ohh, well yeah you could do that too. I'm not familiar with the game, so I'm not too sure what you wanted. Do you want each one to do something different, or are the meshes purely cosmetic?

avatar image jfaztk Aug 25 '15 at 02:09 AM

Also, if you're looking for that same kind of art style you might save some time if you just do Paper2D, and have an array with the different flipbooks. You could have an enumerator listing all the different types of giraffes called "EnumGiraffe" for instance, and make a new variable inside the giraffe blueprint of the type "EnumGiraffe". You could check the checkbox at the details panel that says "expose at spawn" (or something like that), allowing you to change that enumerator whenever you spawn a giraffe. Then you should make your create event branch out and select the respective Flipbook for the giraffe type. (you can replace flipbook with mesh and it'll be the same thing)

avatar image eagletree Aug 25 '15 at 02:06 AM

I'll comment on the methodology we are taking with a similar concept as there may be commonalities.

This is very similar to what we are doing with having a base weapon and many attachments (e.g., barrels, stocks, scopes and clips, these are analogous to head, tail, legs etc) which are randomly selected at spawn. All are individual actors that we attach with attach component. You could pick one part to be the central piece and create sockets to attach to. The only tricky part I ran into was that I wanted more customization when the children attachments would spawn. In doing so, I found timing issues with the compositing all the pieces together. In other words, even though the main "piece" is being customized by the children's attachment, I wanted the children to have some customization further, without having to have even more blueprints. In your case, this might be that you pick the head with horns, but sometimes you'd like the horns to be tan, and other times blue, but you don't want to have separate blueprints for such trivial alterations. I got around that by using a deferred spawn, and creating a function within the children to do additional customization prior to the children spawns being finalized.

Your idea sounds good!

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