HDA to Actor Blueprint data

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hi, so, now that we can instance Blueprints, i'm wondering is there a way to pass initial conditions data to the Blueprint from the asset?

Right now i have a couple of blueprints that are doing practically the same thing with minor changes (like moving a different way or a different color, etc). Unfortunately, i can't think of a way to do anything except for instance a whole new blueprint for each minor change, and that can't possibly be efficient.
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If you have many identical meshes, you should use instance Blueprints. If you have many different meshes, your best choice would be to bake to individual static meshes.
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well, what i mean is, if i have a bunch of blueprints with public variables, I'm wondering if there is a way i can set the public variables from my houdini asset when i instance them.

I'm guessing there isn't since blueprint instancing is a new feature, but it would be nice if there were a way that I could have a specially named attribute to set a public variable on an instanced blueprint.
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Ah yes, we discussed this and decided it was probably the first thing people will want to do. (Setting initial state on the instanced actors). It's on our todo list. In the meantime I think you're right that you need different BPs. If you subclass a blueprint and just change some variables, it should have pretty low overhead because it will be a data-only blueprint. But of course it's not ideal to clutter up the project with BPs.
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awesome, thanks, y'all rock! that is gonna be incredibly powerful!

For now, I will use the subclass method you mentioned.
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Bump, has anything changed is this area? We very much want to take data from Houdini(ideally via the Engine plugin from an HDA), and feed that in as initial values of a blueprint.

Any suggestions? successes?
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*Bump*
I need to do the same thing!

e.g. I got a blueprint XY with a float uproperty “health”.
In Houdini I create points with an unreal_instance attribute to the blueprint XY -> all good.
Now i wanna set the blueprint's property “health” to a specific value.
Seems like unreal_uproperty_health would only work on static meshes generated by Houdini. Is there a way to set properties on instanced blueprints? Does the UE4 Engine Plugin support this?

best,
Ron
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