UE HOW TO: Move blueprint actors together at runtime, using parent / child, in UNREAL ENGINE
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- čas přidán 11. 09. 2024
- A super quick overview of how to use Parent/Child relationships to move Actor Blueprints inside Unreal Engine. I was googling for this so thought I'd make a quick video.
I can't get the ATTACH TO ACTOR blueprint working though, as you can see from 2min 6 secs onward with the video. I don't know how to set the PARENT to be another blueprint actor in the scene. (UPDATE: Apparently the answer is in the first few minutes of this video - • How to communicate bet... )
If anyone googles this and finds this video, the solution to the second method (from 2min 6s of the video above) is apparently in this video: czcams.com/video/BOSShmwOnEw/video.html
For me it does work but not if I build the project. All parented objects will move to some crazy location once build. But from the editor if you press play it will work...
If the parent is a blueprint with the mesh as scene root (the only way this will work with a blueprint) it will then start using world scene root for location. So you will need to add get world location into your blueprints.
In fact, any time an actor disappears or does a really weird movement it is probably due to world location.
@@user-or5vl8ud9w Hi, thanks for the reply. I managed to fix the problem with attaching every asset inside the level Blueprint instead and the build works perfectly now. But I'll look at your solution and do some tests. Thanks.
I'm troubled, too..Have you solved it?
its not fucking moving bro, i did the same thing 🤣
I’m sure it’s changed since I made that video - unreal changes constantly :)
@@virtualfilmer It still works.
I had a lot of problems with this and I realised that if the parent is a blueprint, there are issues. You can get it to work by making the mesh in the parent the default scene component. Once you do that, however, you won't be able to transform the location or rotation in the viewport anymore, so make sure you are happy with those first. And... location then seems to be defined by world scene root, so you will have to add get world location into your blueprints.
After that it will work as intended.