Chapel Post Mortem: Child Actor Components and Light Controller Demo in Unreal Engine
In this video I'll show you an Unreal Engine asset I've been working on/with for the last few weeks. It's the interior of a chapel, originally designed by my colleague in Blender, transferred and spruced up to look handsome in Unreal Engine. I've made the walls from existing Leartes assets, turned them into modular segments so I wouldn't have to build the god rays and windows multiple times.
The challenge was to adjust all aspects of the lighting from a single place. This would include the light rays (intensity and colour), the window emission strength, ambient lighting and several other things. The best way to deal with this is to create a separate light controller blueprint and make these changes in its construction script.
What makes this more challenging than I had anticipated was that there are two ways to handle blueprints in Unreal Engine: I had to use something called Child Actor Components for this case, so that existing logic would remain intact when a blueprint is attached to another blueprint (the god rays for example were a blueprint, which was attached to my wall segment blueprint, which in turn is then controlled from another blueprint).
Inspired by a conversation on Discord, I thought this might make a nice showcase. I've made several refinements since making this video and may revisit this chapel in the future.
In this video I'll give you a quick overview of how I use Child Actor Components in a blueprint to control various aspects of other blueprints simultaneously. I'm using a chapel here that I've built for our project, which is made up of several wall segments, each of which is a blueprint with multiple light sources. The separate light controller allows me to make adjustments from a central place and lets me make material, emission and light/colour adjustments. Enjoy!
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