Can I create a blueprint that contains other blueprints?

I now have 3 blueprints that work together. A trigger blueprint, a door blueprint, and a lift blueprint. The lift and the door can be triggered by any trigger in an array of triggers. However I have to place both the door and the trigger for this to work. Then I have to include the trigger for the door and exclude the door for the trigger (otherwise the door will keep opening and shutting).

Is it possible for me to create a blueprint that contains both the trigger and the door or lift blueprints? I’ve attempted to do this, but nothing happens when I try to add a reference any of the blueprints.

Another possibility I would be open to is my array of triggers requires me to select an existing trigger. Is it possible to have it automatically add a new trigger at the location of the blueprint’s origin?

I realize I could make a blueprint that contains both the door and the trigger, but it wasn’t as flexible as I wanted.

You could make a new blueprint of the same type as those blueprints, then select each blueprint, go into the Graph view, click the Blueprint Props button and reassign their parent to be the new blueprint. look for Globals/Parent Class (dropdown is here).

Unless I’m not following you properly, it looks like this allows me to extend and existing blueprint further, but it still doesn’t permit additional blueprints. I’m asking for more of a prefab consisting of 2 or more separate blueprints.

Oh excuse me, I misunderstood - have you considered adding a trigger in the door class components? I believe the unreal blueprints tutorials cover this functionality - essentially the wall sconce was a blueprint actor with 2 lights, the static mesh and a trigger all rolled into one, and then it was a piece of cake to duplicate and place each actor instance with the full functionality.

I think this is the right video, it’s definitely in this series.

That’s what I did originally, but this way I can use as many triggers as I want. Also I had each trigger defined by 2 corners specified. This was annoying though because I had to move both corners. With the trigger as a separate blueprint I can move it easily and resize it easily.

I’m not really clear as to why you’d want as many triggers as you want to open a door and trigger a lift but that’s cool. As an experienced game developer I’ve found that solutions should be defined by the context of their use in the actual game. One can spend a lot of time trying to figure out a swiss-army knife or ‘one size fits all’ solution that is too complicated and too hard to maintain in production.

Sometimes the simplest solution is the best, even if it means having to spend a couple of hours manually configuring triggers or scripts.

Good luck!

Well for one thing I found I was making the exact same trigger for both the lift and the 2 different types of doors. Due to some odd collision issues on one of the more complicated doors, I split the trigger into 3 actually. Turns out that adding exclusions fixed the problem.

Its nice to be able to have a a powerful trigger that can be used for a variety of issues rather than copying and pasting it into several blueprints. Now every time I make a change, I get the new features everywhere. I don’t have to update each of the copies.

I’m trying to do the same(or at least similar) thing, have you tried using the Child Actor component? Add it in the components section and then select the desired blueprint in the properties section. I find it’s still not ideal since the graph doesn’t interpret the selected object class properly so I cannot access the member variables or methods easily.

Maybe you’ll have more luck than I’m having.

(You may want to follow to my question as well: Cannot posses child pawn - Blueprint - Unreal Engine Forums)

PS: You may aslo want to vote on this item on the UE4 roadmap: Trello

The child actor is not ideal, but it works.

Thanks for the link to the roadmap. It seems, that PreFab are one of THE most wanted features in UE4 (IHMO for a very good reason). That is (along with C#) one of the reason for the success of Unity. Just compose everything and configure it as you like.

Child actors are no real alternative ATM as I can’t configure them in the parent blueprint.

I wonder, if there is anything on the way…?