Hi everyone!
I’m having single class as an unidentified interface. What I mean is, I copy the blueprint class and modify its properties more suitable for individual case, if I want to limit transformation as an example.
Now, I get an actor reference and I want to modify the material of that actor. At moment of casting, I have subtracted all other actors out, so I know I’m dealing with actor reference, that has the material reference I want to modify and it is populated. How can I make a cast to multiple classes, without taking “Cast Failed” to the copied blueprint event?
I tried “Cast To Actor”, but it doesn’t connect to Target end of Material reference I want to start modifying.
If this shall be done with event dispatchers or any other blueprint communication method that I’m not aware, please pin the method out and I’ll dig into it and its highly appreciated!