I’m playing around with it this morning and still abit confused and have a few of more questions:
- What do you mean by “when you have a new weapon” and “attach it to your character”?
At the moment I’ve set it up so that there are 7 inventory slots on the player, 1 for each weapon type. This inventory is a Struct Array. Each slot in the invetory has a variable “Has Weapon?”, which is set to true when a weapon pickup of that type has been collected for the first time. My Next / Previous Weapon runs a ‘ForEachLoopWithBreak’ for the inventory to check for this flag before either equipping it or moving onto the next slot.
I can’t spawn each Weapon Blueprint within the ‘Begin Play’ event.
Nor should the way to handle this to be having a Weapon Blueprint for each weapon placed in every map and given to the player on ‘Begin Play’ but I can’t work out where you’re suggesting I place the Weapon Blueprints and how I attach them to the player. Placing each Weapon Blueprint in every level and attaching them to the player seems like a waste of time and adds to the risk of creating bugs to me.
- When you say “store it in a variable “weapon base blueprint””, do you mean an object variable?
I can’t find my weapon parent “Player_Weapon_Base” as a variable n either the class or object list when creating the suggested variable within the Player Blueprint.
This is a new area for Blueprints for me so any further details & help would really be appreciate. And if I’m handling them completely wrong and there is a better way of doing things, let me know. I’d rather do it right than get help continuing to get it wrong