x

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"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Composition of Blueprints

We are developing a game which has interactable in-game objects (for example doors). In order to signal that certain objects are interactable we want to frame the objects with an outline. As of now we have everything running with a self-written shader.

Our problem though is that we are not entirely sure how to apply the shader to objects that are interactable without using tags and inheritance. Inheritance is not an option since it eliminates the ability to include interactable and non-interactable objects in one hierarchy. We do not want to use tags since they are confusing.

The current solution is that every blueprint of an interactable object spawns a new blueprint(Usable_Actor) and holds it in a variable. Then the necessary variables of the instance of Usable_Actor are set to enable the rendering of the outline. We deem this to be a rather dirty solution to the problem.

Therefore the question is if there is a better way to compose several blueprints (like prefabs in unity) ?


Some pictures for reference:

Our Usable_Actor Blueprint: alt text

Adding an instance of Usable_Actor to an usable actor: alt text

The method which creates an instance of Usable_Actor: alt text

Product Version: UE 4.9
Tags:
usable.png (231.9 kB)
addusable.png (129.4 kB)
createusable.png (112.6 kB)
more ▼

asked Nov 01 '15 at 10:54 AM in Blueprint Scripting

avatar image

lukas.123
1 2 5

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

1 answer: sort voted first

I found the answer: You have to use child actors.

more ▼

answered Nov 05 '15 at 07:39 PM

avatar image

lukas.123
1 2 5

(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