Blueprint to reset actor in loop after changing materials (Graduation thesis, please help!)
Hello everyone, I’m working on an architectural visualization and I’m trying to create a blueprint that allows the player to make other actors disappear by pressing a button. As you can see from the images, pressing B the group of meshes “BasamentiNeri” disappear (I’ve created a material that, from a black marble texture, becomes “invisible”, and then I’ve disabled collisions), and pressing L the group of meshes “CopiaBasamentoNero” (consisting in the same meshes, duplicated, made invisible at the begin and placed in the same position of “BasamentiNeri”) appears (I’ve created another material that, from “invisible”, becomes a black marble one, and then I’ve enabled collisions). This works, but, when I try to loop the button press, it fails to reload the sequence of events linked to the change of materials and the group modifies only its collision.
Is there a way to reload the actor and the material after pressing B and L the first time, as if nothing had happened? I hope so, I tried everything and I have no more ideas >_< Thanks to whoever will help me.
asked Feb 06 '18 at 12:43 PM in Blueprint Scripting
I'm not sure about the 'Flow' of your experience you're trying to achieve, but one quick way to reset everything is to fire off an "execute console command" node with "restart level". (You will be placed back at start location)
Have you tried playing the timelines in reverse? (Protip, you can drag off a == node from "Direction" and branch logic depending on what direction you're playing)
answered Feb 06 '18 at 02:51 PM
Alex O ♦♦ STAFF
why dont you try using the set actor hidden in game node instead of using timelines and changing the material.
answered Feb 06 '18 at 03:51 PM
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