Hi, im having a big issue with my child actor that cannot be deactivated/reactivated.
In any BP you can deactivate any component thats part of the BP scene but when im accessing my Child Actor component and i cast it to its BP type i can access anything about that BP except Activate/Deactivate, so i made some functions inside my child actor BP i made functions/custom events that call Activate/Deactivate and it doesnt work.
Is this a limitation by the engine? it doesnt allow you to deactivate child actors bp’s and why not? why does it compile without error/warning, even when i debug and execute the Deactivate node it doesnt complain it just doesnt do anything. Altough it doesnt allow me to access Activate/Deactivate directly.
For reference i have a Mech Robot that has a frontal energy shield, the shield cannot be just a static mesh it has to be a BP with custom properties/collision and sub-components and behaviour that i dont want in my MechRobot BP (i will have multiple types in the future i cant put its componets inside the mech BP it has to be child BP).
The way i solved this is by spawning the shield at an Arrow transform in Mech BP, i attach it’s root component to one of the mech BP components and then i destroy it instead of deactivating it.
This isnt right why would i have to spawn a new BP_Shield each time instead of activating deactivating the child?
I tried implementing Parent/Child Activation/Deactivation BP’s in version 4.18p4, 4.17.2, 4.16.3 engines, and none of them works hence its not a bug of a specific engine version, either this isnt allowed on purpose or its a much older bug ?
Any help is apreciated. I might have to sumbit a bug if this isnt done on purpose, but i wanted to be sure im not actually doing something wrong.