Accessing Child Events/Functions From Child Class/Actor

Hi @Mind-Brain thank you for the information.

It is not on the player character but inside an actor component that sits on the player character called BPC_CombatSystem. I made it an actor component so it could be used potentially on AI enemies in the future without the need to redo functionality.

When you say flipped around I’m not quite sure what you mean? Do you mind clarifying? I’m not really wanting the player to know about the Bow and Sword, just the combat system itself. The combat system knowing more about the Bow, sword and weapon classes.

I think what I’m wondering or trying to answer/understand is why in my equip sword and equip bow functions above (on the actor component) I have to cast to the BP_Bow or BP_Sword Actor when I have spawned the actor and have a reference of the passed in actor out of the spawn actor node? Why can I not store it as a variable with BP_Bow Object reference or BP_Sword object reference and then access the functions that way? Is it because it is just a reference to an actor and not a actual actor? if that makes sense? If I print the return node it would say BP_Bow0 / BP_Sword0