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Attach object to an element (inside another object)

Hello, I'm making a project about a hotel and i need to know if it's possible to attach an object (such as the number of the door) to an element inside an object (the door). So the fact is that I animate the door to be opened, but its Blueprint contains a few things (frame, door, etc.), so when I attach the number mesh to the object and open the door, the number is floating. Waiting for your answers, Thank you!

Product Version: UE 4.13
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asked Jan 24 '17 at 02:29 PM in Using UE4

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ericgabella
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Hi, This is not a very clear question not 100% sure what you are asking but I will make a guess.

So you want to add a number to the static mesh / skeletal mesh so that when the door moves the number moves with it?

you can do this buy attaching a TextRenderComponent (or widgetcomponent but needs UMG) to the mesh and positioning it within the viewport (blueprint designer) then when the door moves all attached components will move with it.

Hope that helps.

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answered Jan 24 '17 at 03:21 PM

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Troublesum
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avatar image ericgabella Jan 24 '17 at 03:45 PM

Yes sorry, I think I didn't ask clearly, thank you for answering anyway.

So what I have is a mesh with a number, and the map where I am working, there are many doors with the same blueprint. Then I don't know if it is possible to attach

this is the mesh I want to attach

alt text

Now it's attached to the door object, but I need it to be inside the "hinge".

alt text

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avatar image Troublesum Jan 24 '17 at 04:08 PM

Hi,

So you want to attach the number to the hinge?

just do it the same way you attached the hinge to the door in the blueprint. Maybe i'm still missing something?

avatar image ericgabella Jan 24 '17 at 04:12 PM

so if I do that, all the doors wil have the same number, then should I make a diferent blueprint for each door?

thank you

avatar image Troublesum Jan 24 '17 at 04:32 PM

oh ok now I understand.

So the number has to be a mesh? cant use a TextRenderComponent or UMG?

If not you could just use the same blueprint and change the static mesh (number) after you have dropped it on the level by selecting the MeshComponent in the details tab and changing it to the desired mesh number for that blueprint instance.

avatar image ericgabella Jan 24 '17 at 04:41 PM

I'll try to use a TextRenderComponent to see if it looks good, however, that option was what I was looking for.

Thank you for the answer!

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