Create a “select_manager” blueprint which all the other blueprints are talking to that via a “Costume_Event”.
For blueprint communication methods have look to this tutorial.
Hello everybody!
I will try to explain my “problem”.
First I’ll describe what I have and after, what I want to do.
- I have a mesh in a blueprint
- The mesh have a mouse click event
- When I click on my blueprint mesh (on running simulation), the texture of my mesh change. (object selected)
- If I click again on the mesh, the texture come back has the original. (object deselected)
That’s work perfectly. It’s like a object selection.
Now, what I want to do is to put many bp_meshs on my game and when I click on any mesh, all the others are deselected.
Then my question come, what’s the best way to do this? I add a constraint, I want that my bp_mesh is standalone. I don’t want to use “level blueprint” to do a “for each loop” on all bp_mesh of my level.
Is it feasable? Must I use dispatch event?
Thanks you.
Thank you for the answer
I already seen this tutorial but if I create a bp “select_manager” and if I want to distribute my bp_mesh the “select_manager” must be attached my bp_mesh then, is not really standalone…right?
You don’t need to attach them to select_manager. Use the “Get_All_Actors_Of_Class” function to find all “bp_mesh” blueprint. It outputs an array of all “bp_mesh”. Then you could simply communicate with all through their Costume_Event. I used such a method to access more than 150 blueprint, which they all have to do some process as well.
Ok, I understand. I will try to do this.
Thanks you very much!