use blueprint actors with mesh (and collision) as proximity or object masking

RESOLVED: I have some meshes that i converted to blueprint actors that are not necessarily instances but have some logic, do you think it would be possible to have them as proximity or object masking? For now I can just overlap the pure static mesh over their blueprint counterparts.
4 Replies
spatiotemporal
spatiotemporal11mo ago
Blueprints that have static mesh components can be used as both as proximity and object masks. If there's some weirdness with a BP, if you share I could check it.
aoshi11
aoshi11OP11mo ago
my bad sorry it does work with mesh components on a BP actor. I assumed my actor had static mesh components but it was spawning-creating them via blueprints, it is a procedural maze. hehe
spatiotemporal
spatiotemporal11mo ago
is it procedural mesh or dynamicmesh?
aoshi11
aoshi11OP11mo ago
Hmm it sort of creates an HISM component that loops based on the variables of the maze. So technically by default there is no mesh on the actor on the editor. On begin play it will loop through the add HISM, sets the mesh, adds collision, materials etc, but I do select which kind of static mesh (wall, pillar = which will be repeated) to put. sorry its an asset that i just modified for my use case. The maze logic is beyond me. hehe no its not a dynamicmesh. it is just a static mesh that it repeated or instance during begin play or even in construction script. My purpose was actually to spawn for example trees to follow the walls, so i can exchange the walls with trees as the maze wall. hehe Hmm, wait I think it works now with the maze using another setting, I dont know why it didnt work with a varied setup. will experiment
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