Hi there!
So I love the child actor component system in UE4 4.7, but there is a bit of wonkiness in it. It’s a little clunky for getting child actor components and accessing their variables through the parent’s event graph, but doable. One issue I’m having, however, is that I can’t really do the reverse very dependably.
For example, I have a battleship with a bunch of weakpoint blueprint objects attached as child actor components. Each weakpoint in itself takes 5 shots to destroy and then, once destroyed, takes a chunk out of the battleship’s health by firing its “Take damage” function. The thing is, only one of my weakpoints is doing this functionality the right way. Every single other weakpoint ignores the part about delivering damage to the battleship. The way it works is that, on event begin play, every weakpoint tries to get its specific parent battleship object by using the blueprint node “get overlapping actors.” Through some debugging work, I noticed that only one of my battleship’s weakpoints gets the reference to the parent battleship, and all others return null.
Is there a better way of getting that reference? Should I be reconsidering using child actor components?