Aside from casting failing when an instance of casted to blueprint doesn’t exist - is the only other condition for failing a cast dependant on if the two interacting blueprints do not share the same parent?
I can’t find the list of conditions or properties required to make a cast succeed for blueprint scripting, any help would be appreciated, thanks!
I think(or say guess, Epic guys will have more proper answer) there are some sort of IDs in a Blueprints, so you can cast to all the parent classes, but not sibling classes.
So only path for cast is up the class tree.
Yes, if you cast to the parent you can get the child. For instance, I Cast to Tile_Parent because I can’t predict which Child tile I will hit on my Line Trace. If I cast to a Child, then I would miss the other 5 Children that I could possibly hit.