Name pin as variable in Blueprint

 

Hello.

I've got a question regarding creating virtual screens in Aximmetry DE.

I need multiple (6) virtual screens in my scene. What I wanted to do was create one blueprint with a plane and everything to create the virtual screen and then pull the Name pin for Aximmetry video out as variable.

With this approach I should be able to put multiple copies of this blueprint into the scene and just change the Name variable in the inspector.

Unfortunately I can't run the project like this, because I always get an error saying the Name parameter can not be empty (even if it's passed from the variable that has some default value).

So now I need to create multiple copies of the blueprint and make changes there. But that's resulting into copying every change made to all six blueprints every time.

Is there some way to go around this?

Thx!

   michalha

 
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Eifert@Aximmetry
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Hi,

The problem here is that the Name pin must be static. You can not connect anything to it.

What you could do, is merge the data into one pin. And then parse it in the Unreal blueprint.
For example, you could merge the data using a Text Concat Multi module in Aximmetry. And then in the Blueprint use a Parse Into Array node. You can find my post and a similar blueprint of it here: https://my.aximmetry.com/post/2314-dynamically-changing-get-aximmetry-pin-n
Then you could expose the array's index as a variable in the inspector. This way, different Actors in the inspector could use different data, even when they have the same blueprint.

Warmest regards,