I have a parent blueprint for my enemies that just contain some basic variables and components that are common to any children instances.
In my game, whenever I am looking for overlap events I am casting to the base blueprint class to see if it is an enemy.
From there I need to be able to call a function that is part of the child instance but not the parent.
Is there a way I can do this without having to cast to each different child instance for every overlap/collision check?
Originally I was going to put the event in question in the parent blueprint however it relies on variables that are different for each child.