Jayae
(Jayae)
July 11, 2016, 4:45pm
1
Is there a way that I can set up my class (from AActor) to respond to collisions during the editor-mode, as in not PIE or simulate?
I have delegates on OnOverlapBegin / OnHit, which work fine in PIE/Simulate, but I want them to trigger as well when I’m just using the editor.
Nevermore
(Nevermore)
July 11, 2016, 4:54pm
2
As far as I know, to run code in editor you need to use Blutility (in Experimental tab)
I’m not very good at writing a lot of text, so I’ll get straight to the point 🙂 Step 1: Enable the Blutility! Open Editor Preferences -> Experimental, then enable Blutility. http://files.phoboz.net/tutorial/blutility/Step1.png Step 2: Create...
But there might be easier way to do this, why do you need it?
Jayae
(Jayae)
July 11, 2016, 5:00pm
3
Hi, thanks for replying.
From an editor plugin I’m making; I add a number of my actor class to the world and I want them to detect collisions with each other.
In case that wasn’t possible, I’m also looking at how to enforce the use of my plugin only during simulate. But the actors which get spawned don’t appear in the world outliner or in the simulate viewport until I stop the simulation.
Nevermore
(Nevermore)
July 11, 2016, 5:06pm
4
Jayae
(Jayae)
July 11, 2016, 5:09pm
5
Hmm, I’m looking for a C++ solution though for detecting the collisions of my actors after they are spawned, and when via C++ I move them.
Nevermore
(Nevermore)
July 11, 2016, 5:17pm
6
you can use construction scripts in C++, just override
virtual void OnConstruction(const FTransform& Transform);
and then use GetOverlappingActors