![]() ![]() However in a more general way, it would be nice to know if there is a way to share data between blueprint in the editor level-wide. Update: I realize the example with dynamic material instance is not a good one, as it this case it makes sense to create one per BP instance, since we want to control the material properties from the BP and make the modification specific to this BP. All this because we cannot access variables in the Level BP So what should work I guess is a hybrid system, where while not in-game I store into a specific BP, and while in-game I store into the GameMode. That would work in editor, but not at runtime, since I have no guaranty this BP will be instantiated before the spline BP. I could create a specific BP to store the global data in that level, it would be unique with a specific class, I could get it by class name. Level BP variables cannot be accessed (!).there is no GameMode/GameState when the game is not running.I would like to create the dynamic material instance once, store it globally so other BPs can reuse it. Thank you Nawrot for your fast reply and this. And then set its paramewter to value you want trough blueprints. Then in blueprints create dynamic material instance. You need to create instanced material, set emmisive as parameter in master material. The concern is the creation of a dynamic material instance in the construction script of the spline BP, hence each road spline will create its own dynamic material instance. Nawrot (Nawrot) March 20, 2019, 2:32pm 2. I am following this great tutorial on RVT landscape. Thanks for the quick reply! Ok I’m going to detail below why I’m looking for this, but even though I am giving here a specific example, the more global concern is “how to store level scope global data from construction script BP while the game is not running, and still have the concept working while the game is running”. Get us some more info, a description of your intentions for getting variables from the Level BP, some screenshots of your code, and let’s get this! To do this The construction script would check for LevelName and set static mesh based on that name, and then you could set level name in Construction Script to check functionality. For instance, an enemy may have a different static mesh based on the Level. A Construction Script needing to pull a variable from a level BP is a rare case, but I have many ideas to achieve what you’re needing based on why you need it. GameState and GameMode won’t work in Construction Script, you are correct there. Could you possibly get together some screenshots and information on these variables you’re trying to get from the level BP so we can understand what functionality you’re trying to create? You may not be able to cast to LevelBP but we can likely still do something relatively simple to achieve what you want. You can’t cast to Level BP, the code just doesn’t work. I understand what you’re saying, but we need to get some more information to get together a plan for what you’re wanting to do. ![]()
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