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"

Is it possible to save a hierarchy of Actors as a Blueprint "prefab"?

Suppose I have the following setup:

Esample

Is it possible to save SomeActor as a Blueprint "prefab" (like in Unity3D)?

I can't seem to find any way to do that. If I use the Blueprint/Add script button, only the root Actor gets saved. Same happens if I use Blueprints>Convert Selected Actors to Blueprint Class.... If I select all three Actors and use Blueprints>Convert Components to Blueprint Class... it only copies the components of the Actors, but not the Actors themselves.

The only option wich seems to work is to create the SomeActor Blueprint and to manually instantiate and attach Child1 and Child2 in initialization, which would become quite annoying if there were more than just two child Actors.

TL;DR: is it possible to save a hierarchy of Actors as a Blueprint, while mainaing all the classes of all the Actors?

Product Version: UE 4.12
Tags:
example.png (3.8 kB)
more ▼

asked Jul 22 '16 at 11:34 AM in Using UE4

avatar image

iMamo
1 1 2 2

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

1 answer: sort voted first

You can drag actors into the blueprint component panel, and they will be automatically spawned, attached and positioned.You might find it comfortable to store a reference to the spawned actor, though. If I recall correctly it goes something like this: (Get Actor component)->(Get child actor)->(Set [ActorReferenceVariableNameHere]) Basically you have to use the (Get child actor) node to get a reference to the actual spawned actor.

more ▼

answered Jul 22 '16 at 12:22 PM

avatar image

AdamBors
111 2 4 9

avatar image NoobsDeSroobs Jul 22 '16 at 12:27 PM

You might have to cast the actor as well because the actor you get is simply an AActor reference.

avatar image iMamo Jul 22 '16 at 12:44 PM

Thanks for the answer.

I tried what you told me and it worked. However: is there a way to detach the ChildActorComponent later on?

I tried with MyChildActorComponent>ChildActor>DetachFromActor (setting LocationRule, RotationRule and ScaleRule to KeepWorld) and they got "half detached": basically I could move them independently, but when I tried to destroy the Actor which initially was the root Actor, both actors got destroyed.

avatar image lcbasu Jul 06 '17 at 06:17 AM

Hi,

Can you please describe, how were you able to save the actors hierarchy as a blueprint?

Thanks

(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