so i construct everything from the player bp?
There are too many ways of obtaining a reference. All circumstantial, depends on what is needed.
Consider explaining what needs to happen, who needs to talk to whom and someone here might be just able to point you in the very right direction.
You have:
- direct communication
- event dispatchers
- interfaces
Each communication method serves a different purpose, all need references.
We know there is a trace that hits a button mesh. What happens next? The reticle needs to react differently depending on what it’s over?
If so, I’d probably use an interface returning the object type, maybe an enumerator. This way you can avoid casting and implement this functionality across any class, even if they are unrelated.
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