Building inside blueprint3/10/2024 ![]() Plenty here for me to play with to be honest and this maybe the simplest option as long as i keep the basics of the power integration simple i think. Yeah im not dismissing it, its a very solid way to go, im just trying to think ahead to any possible issues that may arise modifying the base power node class, especially as it may have mulitple nodes an become over complicated (as i always do )īut i will experiment with different ways, some will have input power, some output and some both. Learn everything you need to know about reading blueprints in MT Copeland’s online class, taught by professional builder and craftsman Jordan Smith. ![]() Think of it like a “tech tree” used in a ton of games, where you get the benefits of the above, but in this case you can disable/modify inherited pieces and add new ones as you wish. 75.00 USD 2H 9M Preview Course Recognizing symbols is a first step towards reading a property’s blueprints. You can modify how it’s used with minimal code vs redoing all of it each time. I am sorry if this is a repeated question answered many times, I have ran a search, but maybe the terminology I used to search by wasn’t adequate to get the correct posts in return.Īny help would be appreciated and thank you in Child Blueprints really might be the way to go.īuilding (Put a base “power node” function “Powered” in this so all can use it below)Ĭhildren of Building: Ore processor, barracks, tower (use powered as normal)Ĭhild of Ore processor: Refinery: Override “powered” to increase productivity 2x So that I don’t have to rewrite, or copy paste a load of code per actor that requires the same interaction, what would be the best approach? Reusable code is the best way to go when it comes to performance and also speedier creation. I’m sure there is a simple answer, but it doesn’t come to mind. ![]() I cannot just create this and attach it inside another blueprint, so, what is the best way to make such a reusable actor in this way? I would like to be able to target the mesh directly when using a wiring tool or whichever method I choose to create the wiring connections. A simple class that can just be reused throughout, with its own mesh and assignable values etc etc. ![]() Ideally many different actors will use the power nodes, buildings, machinery and tools etc. There are also many other similar ideas but I will use this as a simple example. One of the examples I wish to use this for is a ‘Power Node’ for which power lines will be connected. So, in simple terms, I want to create a reusable actor that has its own code and triggers attached (blueprint actor.) Hey all, I’m new in here so please be niceĪnyway, I know the answer that a blueprint cannot be placed inside of another blueprint.īut here is my way of thinking, and if there is a way of accomplishing this easily i would appreciate some pointers. ![]()
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