Interoperability with blueprints #115
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I still can't get my head around mapping blueprint objects in the scene to a C# actor object. Are ISystem classes automatically generated, or are they instantiated somewhere that I can't find? Can there only ever one existing at a time? When I look at the BlueprintExtensibility script (as mentioned above, not sure where this gets instantiated) and the corresponding BlueprintActor blueprint, I see where BlueprintActor calls the TestBlueprintActorFunction, passing a reference to itself. While the function is called on a non-static class, and the method is non-static as well, the BlueprintActor would effectively treat it as such as there is no way to determine specific instances of BlueprintExtensibility. I'd really like to give the plugin a whirl, but I need to understand how blueprint instances link to C# code. If anyone could shed some light on this for me, it would be greatly appreciated. Thanks. |
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Replies: 3 comments 4 replies
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It's a custom abstraction in user code.
In this case, an actor and scene component instantiated with |
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OK, that's much clearer. From what I can see, in all examples the Actor instantiation is performed in managed code. If so, then this doesn't seem very practical, as you'd have to hard-code the values of the initial transform. If I have a scene with blueprint A and blueprint B in it, and each of them wants to have its own BlueprintExtensibility object, what would be the best way to go about that? |
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What do you mean? The object itself in this case is created in the editor, the way how you approach data that related to it is up to you. It might be predefined in the editor or in managed code.
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It's a custom abstraction in user code.