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Spawning & Configuring Stamps

How to spawn and configure stamps from gameplay code, including how to configure graph parameters.

Stamps can be spawned using the Set Stamp and Add Stamp nodes in Blueprint. The Set Stampnode is used when setting values on an existing stamp actor or component. TheAdd Stamp node is used with Voxel Instanced Stamp components. The voxel world is automatically refreshed where needed when stamps are added or updated.

TIP

Use the Transform to control the world-space position, rotation and scale on stamps added to an Instanced Stamp Component. Note: This property is only used on Instanced Stamps!

Most of the time, you'll want to use a Blueprint Variable to configure the basics of your stamp, and then edit specific properties on a copy as needed.

WARNING

Use the Make Copy node!

Stamp pins work like references. If you call a Set X node on a Stamp type variable directly, it will change the value of X on the variable, not just on the stamp you're spawning. The Make Copy node copies the variable into a new one, so you can change values on it without changing the original variable.

To edit specific properties on a stamp (existing or newly spawned), use Get Stamp to get the assigned settings. Set nodes like Set Priority can then be used to set values to specific properties. Some stamp properties, like Priority, exist on any stamp and can be set on the output of Get Stamp.

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An example Blueprint, spawning a new height graph stamp based on a variable and setting a random seed.

Other properties, however, can be specific to a type of stamp (i.e. Volume Graph Stamps having a graph, or Heightmap Stamps having a heightmap). To access these properties, use a Cast node on the output from the Get Stamp node. Cast into the appropriate type, and new Set nodes will be visible in the node search. This includes Set Graph Parameter nodes for Graph Stamps.