Signals & Track Customizing A Signal Head Bp

Discussion in 'PC Editor Discussion' started by fecrails, Oct 31, 2023.

  1. fecrails

    fecrails Active Member

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    The route I'm making has a three head signal that often displays a "slow clear" aspect when I drive past the real world route. The top signal head is a one lamp, always red aspect. I could not find that asset in my DLC, but I was able to display the proper aspect on the route by using three RYG heads. I decided to try my hand at making a custom BP to see if I could get the top head to look like the real route signal.

    It worked! Maybe not the best way to do it, but I'm happy with the results. I'm very impressed with the modular OOP approach DTG is using with the TSW assets. I was able to very quickly see how to substitute (or totally delete) different meshes in my signal head BP to get the functioning signal asset I wanted in my route. I'm posting this mostly to encourage many of you that are most likely in the same situation I'm in, that is a relative newcomer to UE4. Don't be too intimidated by the depth of this platform. Tinker around with ideas and keep learning. It can be fun, and also frustrating, but ultimately rewarding when you get something looking good and working. This forum has been a tremendous help!
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  2. raptorengineer

    raptorengineer Active Member

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    cool so it was the blue print aspect and not the modeling new signal head assets?
     
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  3. fecrails

    fecrails Active Member

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    I made a new instance(blueprint) of the 3 lamp signal head class. Then I just modified the meshes in the blueprint viewport to a configuration that looked the way I wanted. It still uses the three lamp head signal class, so this is just a quick work around to get something working in my specific route. I haven't looked into making a new signal asset from scratch yet.
     
    Last edited: Nov 2, 2023

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