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How to make an actor a HandHold?

Lets say I want to make an actor that's a handhold- so it will always have a static mesh as a component, but they will frequently be different static meshes. What's the correct way of doing that? Would it be to rename the blueprint for each variation in static mesh- HandHold1 HandHold2 etc, or is there a different convention?

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asked May 22 '14 at 01:39 PM in Blueprint Scripting

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Posting this as a comment as it's one possible solution that works, but there might be a more elegant way of handling it.

You are on the right track, creating a "HandHold" Blueprint that stores all the static mesh objects you can hold is a good idea. Going with that, you could do something like this:

alt text

In this example, I'm just clearing out what is ever in my hand at the moment with the Destroy Actor, then spawning a new object in my hand from the Handhold Blueprint and attaching it to a socket I've created in my Skeletal Mesh for the Right Hand which I've just called the socket "Right".

Not sure if this is what you are looking for, but it's one way to do it.


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answered May 22 '14 at 03:36 PM

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DizzyWes ♦♦ STAFF
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avatar image robbiecooper May 22 '14 at 04:17 PM

Thats very useful to see, thanks.

I suppose my first thought was trigger volumes. If you're running across a rooftop in Assassins Creed, you may be able to leap from the rooftop and hang from something sticking out of a wall across the street. I can't think of any other way to code that than having actors- so you can place trigger volumes around the place. One handhold could have several trigger volumes. They could send scale and world space info to the character as soon as you hit the trigger volume, and the character responds by looking towards the location.

I had no idea you could store multiple static mesh objects in a single BP!!! Thanks again for the answer, I'm a noob so still feeling my way around...

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