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Change Wheel Class within Blueprint

Hi!

I made a vehicle which works perfectly, but as I am someone who doesn't love static and limited functions in a Class/Object/Blueprint. I made the vehicle "moddable", basically you can change Mesh, Physics asset, Colour etc...So we're talking about Construction Script.

Since you can change the Vehicle Skeletal mesh, I wanted to make the User be able to change the wheel size in the WheelClass area, but I can't find a way to change / reassign the class to each wheel.

SCREENSHOT: https://www.dropbox.com/s/n36isv51sgucffr/UE4.jpg [1]: https://www.dropbox.com/s/n36isv51sgucffr/UE4.jpg

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asked Aug 06 '14 at 03:38 PM in Blueprint Scripting

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PhoeniX-Storms
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I think I found a better solution, and this is meant to all those who want to Make a Template of a vehicle or any pawn. Just do whatever the Pawn is supposed to do. Like Animations, functions etc... Then save it, (Test it also ;-) ) After you've done your Entity/Blueprint. Then Create a Blueprint based on your MasterBlueprint and edit what you need to edit there. In order to interact or comunicate with that Actor/Pawn use the Cast to "class " I think it's more manageable this way. I hope this helped. :)

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answered Aug 08 '14 at 08:21 PM

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PhoeniX-Storms
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