![]() ![]() You can Spawn those Attached actors from a Blueprint too, but you’re in charge of making sure you don’t go creating new versions without destroying the old ones - and you can’t spawn them from the Construction Script. ![]() But as soon as I add this boat as a child to another actor, these settings become inaccessible for simple editing and even through blueprints I can’t change them in any way ((Ī Quick and Dirty way of doing it would be to add those properties to the Parent actor, and pass them through to the child actor in the Construction Script, but if you’ve got a lot of different types of child actors you want to add, it could get bloated.Īnother option could be, rather than use ChildActorComponents, you could create new actors in the scene and just “Attach” them to the parent by dragging the child onto the parent in the World Outliner - you can still select them in the editor then and change their properties. These are the settings of “an actor inside another actor” How can I do this? If I go to another actor directly, these parameters will be available in the Settings panel I created. I hope you understand what I want to do.)) It is necessary to search for this BP in the editor and change its settings by silence, but then all such actors on the world map will immediately change their appearance. All he can do is choose only the actor that he wants, and he will not be able to set up this actor. In it, we implement logic through a construction script where we can select any of our BP created above and change their settings (raise or lower the bucket - if it’s a well, open or close the door - if it’s a house, etc.) One by one in these BP actors, these settings are visible on the tab from the right, but when we if we add these settings to our BP_entourage, then there are no more settings and the level designer cannot configure them. We create 1 more BP_entourage (parent Actor). There can be a lot of very different such objects. Now let’s create another BP_id (parent Actor) and by analogy it will have a Boolean variable that is responsible for the lowered bucket or the raised one. You can place this actor at your level and the level designer can adjust this variable as he likes. It opens and closes the doors of your home through the construction script. Let’s say this is a Boolean variable available for configuration. Imagine that you have BP_house (parent Actor) and it has a parameter (open or close the door). ![]() I ended up implementing this workaround and compiling the engine myself, as I needed to build lighting on a level with BSP and blueprints with light actors.I will try to describe what I want to do and maybe you can help me. GUnrealEd->Exec( InWorld, TEXT("MAP REBUILD ALLVISIBLE") ) BSP export to lightmass relies on current BSP state That should allow a lighting only build to work without geometry being rebuilt and the bug being triggered. Code Workaround for BSPĬompile the engine from source and comment out the following line: EditorBuildUtils.cpp#L406. Conveniently you can convert BSP to static meshes at the click of a button. If you get rid of all BSP in your scene, that will allow you to run "Build Lighting Only", and MAP REBUILD ALLVISIBLE will not run. ![]() The above workaround doesn't work if you have BSP in your scene because the command is still forced to run - see the code here for more information: EditorBuildUtils.cpp#元89-L407 One way is to build only lighting, so that MAP REBUILD ALLVISIBLE is never run: These actors are not affected by the bug, but this again may be quite a big effort depending on how many actors you have. Instead of defining separate blueprint assets in your Content folder, move the actors containing lights in-world, so they are all defined individually by creating an actor, then adding components to it (not saved as a blueprint). This may be quite a big effort depending on how much content you have. One option is to remove lights from your blueprints and move them to separate light actors. We need to find a way to stop this command being run. This is due to the command MAP REBUILD ALLVISIBLE being run automatically by the editor (and this command is completely broken in 5.1.0 and 5.1.1 - try running it in the console). In Unreal Engine 5.1.0 and 5.1.1, if you create blueprint actors which contain lights, they will disappear when you try to build static lighting under certain circumstances: This issue has been fixed in Unreal Engine 5.2.0. □ January 1st, 2023, updated May 13th, 2023 □ game-development ⏲️ 1 minute to read Fixing UE5 Actors Disappearing when Building Lighting ![]()
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