![]() ![]() AEM also supports creating a live copy within the pages of another live copy.And pages that have no connection to a configuration.Pages that are referenced by a blueprint configuration.See Specifying the Rollout Configuration To Use. If you do not specify any rollout configurations, MSM determines which rollout configurations to use.The selected rollout configurations apply to the live copy page and its child pages.When you create the live copy, you can specify the rollout configurations to use for synchronizing the content: You can create a live copy of any page or branch. Properties you can use this to view and then edit the properties of the configuration.Ĭreating a Live Copy Creating a Live Copy of a Page.Select the required blueprint configuration - the appropriate actions will become available in the toolbar: You can edit or delete an existing blueprint configuration: Description: an optional description to provide more details.Ĭreate will create the blueprint configuration based on your specification.Įditing or Deleting a Blueprint Configuration.Title: mandatory title for the blueprint.Select the source page to be used as the blueprint then Next to continue. Select the blueprint template, then Next to continue. Select Blueprints to open the Blueprint Configurations console: Navigate to the Tools menu, then select the Sites menu. See Specifying the Rollout Configurations To Use. When your blueprint configuration is used, you can associate it with a rollout configuration that determines how the live copies of the source/blueprint are synchronized. The description appears in the list of blueprint configurations to choose from when creating a site. (Optional)A description of the blueprint configuration. Source Path: The path of the root page of the site that you are using as the source (blueprint).Name: The name of the blueprint configuration.When we animate the alpha value with a timeline, we’ll see the effect shown at the top of this article, in which the sphere changes colour (click to enlarge).A different structure requires another blueprint template.Īfter you create the blueprint configuration, you configure the following properties: I found that fading from one colour into another is a neat effect. Using a Timeline Node, we can animate colour values too. When we run the game now, our sphere should be a different colour. Then fiddle with the value field and give it a new colour. Make sure to set the Parameter Name to the same as we’ve set our material parameter earlier (Colour with a U in my case). On the output, add a Set Vector Parameter Value node. This will give us a reference to its material. Our sphere should be connected to the target. With our sphere selected, drag off and find a Create Dynamic Material Instance node. In our Sphere Blueprint, let’s hook into Event Begin Play. ![]() A green ball radiates at us ominously in the viewport. Now we’ll apply this material to that no-frills sphere in our Blueprint and drag it into the scene. Let’s give it a name in the Details Panel, perhaps colour is appropriate (with a U). The colour itself will remain as is, but it now being a parameter, I can reference it from outside the material editor. However, when we right-click on the constant vector node, I can convert this to a parameter. Here’s what it looks like:Ĭurrently the colour can only be set via the picker. I’ll also create a basic material with a single node, setting the Base Color parameter to green, using a ConstantVector3 node. I’ve made myself a no-frills new Blueprint Actor, containing only a sphere. It sounds way scarier than it is, let me show you how it works in detail. The niftyness lies in the fact that when we convert static values in the material editor into parameters, which then become the equivalent of public variables that are accessible from other parts of UE4. I’ve just learnt about a nifty mechanism to change parameters on a material node in Unreal Engine. ![]()
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