So basically I have a character (other actor), and the character has a gun, now when the character “holsters” the gun, I want the gun to be thrown away and disappear using a dissolve effect. I have all of this implemented in a way that when the character holsters the gun, I spawn a “dissolve_Actor” with an empty skeletal mesh inside it and all the dissolve code is inside that actor. As the actor is spawned, I set my character’s gun skeletal mesh as the skeletal mesh of that actor.
All works dandy and fine except that the dissolve actor is dissolving the gun in the character’s BP instead of it’s own. In fact, it isn’t even showing it’s own skeletal mesh to have been replaced by the character’s gun
TLDR: Dissolve Actor dissolving the gun inside Character BP and not the inside itself.
You beat me to it! I just made the exact solution!
I also took the skeletal mesh object reference from the Skeletal Mesh Component and passed that to a Skeletal Mesh Object variable inside the Dissolve BP. Then simply had to use the “Set Skeletal Mesh” node with the Dissolve’s Skeletal Mesh Component and it create a separate object for itself : >