I’m not sure if this is possible, so I figured I’d ask.
Let’s assume I have three actors.
My goal is to have blueprintHuman or blueprint Orc spawn blueprintSpecialEffect, blueprintSpecialEffect will then perform an action, and once this action is completed tell the creator blueprint(blueprintHuman or blueprintOrc) so.
I know you can pass an actor reference and then call a custom event in that actor but this will not work because I’ll be creating blueprintSpecialEffect from many different actor types.
I could use a generic actor reference but then I would have to cast to xxxxx before calling the custom event. This may work but would be a lot of extra work and not very ideal.
Is there a better way to do this?
To give you an idea of what scenario I would like to use this in …
blueprintHuman dies in game, blueprintSpecialEffect does some fancy animation(let’s ignore the fact we’d do this other ways since this is just an example), once fancy animation ends a call is made to blueprintHuman informing it that the animation finished, and that blueprintHuman may be destroyed(or other actions).