m hitting a compiling error when attempting to set owner as elf, even though the component I’m using is an actor. In the tutorial there were no issues with this but its preventing me from compiling, and I’m not sure of the approach to take.
in blueprints when you see an input pin with nothing attached, and text written in the corresponding box that is a default value or “assumption” of the underlying function. (in blueprints the term is self, but in the C++ the term is “this” more specifically this* but that gets into pointers, and mostly blueprint scripters can think of them as technically magic, and it more then likely has to do with sentence structuring because the sentence “what this, does this* point to?”)
the error you are getting is probably to do with context, where because there are multiple potential “owners” the “self” could mean multiple things, and so the compiler doesn’t know which one to use, and for GetOwner() specifically even though it has a default value of “self” it “should” always throw an error, your tutorial might be old enough to where: ‘default value on node assuming self is an error’ wasn’t enforced completely.
if the method/function is on the actor, attachment is meant to happen on, then just get the Self node (you can get it by right clicking on blank space in the graph and searching for either “self” or “this”), and plug that directly into the “Owner” pin.
if the method/function exists outside of the actor the attachment is meant to happen on (some manager, or otherwise), then you will need to get the actor the attachment is targeting from somewhere else (pass it in to the method, search for the actor somehow)