Hi there,
You are moving forward. Unfortunately, I am out of town without my computer. I’d appreciate if someone could print an example to help you out. Let me try to explain:
There are two types of implementation.
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Using inputs to execute the rest of your code inside the Player BP (“by sending a message to the player”). Then, the “actor in” can be type “enemy BP” reference (blue pin), and you “get a reference to self”. In your setup, “self” is the actor sending the message to the player ( in this case, your enemy). Here you can add any variable you want to send to the player. Inside your player parent class, go to class settings, and look for interfaces. Click on plus and add the new interface you’ve created. Then, anywhere in the event graph, right click and search for “event custom actor event”, to bring in a red custom event with a blue icon representing interfaces. From there, you’ll see the “actor in” pin representing the enemy overlapped. Now, you can retrieve any variables you see fit from the enemy to continue your logic inside player BP.
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If you add output pins, you want to execute the rest of the code inside the Enemy BP (“by retrieving information from the player”). Then, the implementation is different. Again inside your player parent class, go to the left panel (where you’ll find all variables, functions, macros and interfaces), look for the interface section, and you will see the “custom actor event”, double click to edit it and there you can link desired variables specifics from the player, not necessarily only “actor out”. This setup is used inside the enemy BP to retrieve desired information from the player.
I hope that makes sense.