Hello there ! I got another little problem for my game, it’s very simple but I don’t know how to solve it after many issues !
It’s pretty simple :
I create a Blueprint Props_BP, which has a float variable “Matiere”, and a Static Mesh component. So when I drag and drop it into the scene i can easly put some differents values for differents blueprint.Until there, no problem.
One of my mechanics I want it’s when I press “&”, the target touch by the raycast spawn the SAME actor with same variables and same static mesh. I made work the float by an “expose on spawn” and a cast ( check the image below), so it’s work, but the static mesh component don’t have a “Expose On Spawn” so I create the class with same variable, but with no Static Mesh
Please help !! thank you ! ( sorry for my english, not a native)
If you add a second component “mesh” to your character, leave the “inherited” character mesh blank. On begin play set that mesh component then make it a variable and expose that variable on spawn. So you should be able to change the mesh that way you just need to make it a variable.
Like this, you see my float MatiereProps, i can take this from my SpawnActorFrom(this)Class in my thirdpersoncharacter, but can’t get the staticmesh component
Thanks
Sorry misunderstood, but here is a BP example of what I mean. You don’t need a new mesh but you do need to “set mesh” in the “Props_BP” by dragging off the static mesh component, “set mesh” and make it a variable that you can then expose on spawn. So from any other BP you spawn the “Props_BP” from you will be able to set the static mesh. Hope this helps! Let me know if this is what you are looking for.