Announcement

Collapse
No announcement yet.

Cast Event to Class? Fire multiple weapons

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    you can have a BP interface that needs a "fire" function implemented, and passing in your pawn's location and rotation.(or nothing if you fire from weapons' firing point.)
    And then in the fire event, go through your weapons actors and call their implemented "fire" would do the job.
    This way you have more control, but might require that you copy past many similar parts of graph.

    Leave a comment:


  • started a topic Cast Event to Class? Fire multiple weapons

    Cast Event to Class? Fire multiple weapons

    How would I go about Casting an Event to a Class of Actors attached to, or belonging to my Character. What I want to do it have you able to Fire any amount of weapons attached to your Character and be able to switch those weapons without having to recode it for each weapon. Also is there any way to trigger actors in a array to accomplish the same effect?
Working...
X