#ah, and how do i tie them together if
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within the same blueprint you'd refer to both and have them do their stuff
that blueprint would be the one you use to spawn the new item I guess. So when the item is spawned, there are some rules that would pick what kind of item, what size, what color, etc..
if you need to keep track of which items where created, you can store the result elsewhere as the player picks it up or something
this is so confusing because there are many ways to do it.
i was just now creating a data table with the materials.
so that then when i create an actor, i get the clothes, and each cloth entry in the data table will have a Name that is an entry for a data table that has the materials properties
but then i realized at that point why not just create an actual material instance right...
thats what most ue devs do
yeah I agree.. infinite ways of doing it.. but the one you pick.. you'll mostly likely use for many things so it's hard to pick one
yeah! you can store those in the table
a struct could include eveything you need to define how an item looks
the thing is that some materials change only the color
for example this dress
changes only the color
so i have pink dress, black dress,
thats why i didnt want to just create a material instance just for that
but others change texture too
oh you don't have to create an instance for that
you can change the value in the blueprint
but it needs a data table entry
so for example, lets say i change dress from black dress to pink dress
i need to know the property for the pink dress to create a material instance
so i get it from a data table
But at that point if we are getting these properties from a data table, like color, roughness,
It might be better to just create a material instance for the material?
idk... this is what i think
both ways work
i like to change parameters on the fly so I'd have one instance only and chance its parameters dynamically
this way, if later you add, let's say, a decoration on the dress or a new attribute such as the dress size, you don't need to duplicate both the black and pink dress
you just set them independently
you can edit the whole instance (affecting all the objects that use it all at once) or edit the dynamic instance applied to a specific dress
this is how you create a assign a MID (material instance dynamic)
this "virtual" instance will be unique to the dress you apply it on
you can do this in the construction script or at event begin play.. or on creation of the dress
then you can change the color like this
amazing
in my case the clothes are not blueprints, they are just skeletal meshes
so when i change the dress of my character, i just change the cloth
but need a datatable because there is not individual blueprint for the dress
they could be blueprints with this code to control them
each dress would essential get a parameter to change its color
you need to create a blueprint that lets you add more features to your dress and then set it to use the dress skeletal mesh
you could have a parent blueprint that can be any cloth too
this is kind of like building your data table but instead you create a dynamic, modular dress that you can adjust
and then attach to actor ?
the dress would be within that system
the thing with actors is that i remember someone tell me its bad to use attach actor to actor
but i think this would work with component
hm so all of those dresses are worn?
or like you'd have a display with a bunch of them?
because then you could just build all of this within the character
like in your character BP.. you can change the color (or shape) of their dress
they are worn sometimes, not all at once
yeah i see
i'm sure there are tutorials for character customization.. i'd start there
and then probably re use the same logic for your other needs