i have a character who can use spell
so i have spell.cpp |
projectileSpell : spell |
fireball: projectileSpell
but the character can change spell anyway.
all spell will be override by BP ti implement visual effect better
so when i spawn a spell, i spawn a BP .
and its a the launch() function in fireball.cpp will make the BP
It simply get spawned at 0,0,0
But onestly, if you need a reference to a not needed actor, maybe there’s something wrong about your program structure.
What are you trying to achieve?
Aren’t you overshooting it?
You can easily customize it directly in C++, right after spawning, writing down a couple of function as you need: for example, one to change the mesh.