That sounds super cool. The way I implemented my event was to basically add the event destroy + special effect on each destructible type of item. each with it’s own special effect. which works great. Object is hit by bullet → destroys itself → spawns special effect.
I am however, intrigued by your solution and it sounds pretty cool.
So basically, I’m creating a BPI, add an event in there called “HitByBullet”.
Then… I import the BPI in each destructible object type bp? cast to BPI? and call the event?
How do I build the HitByBullet event to branch out for each specific object/effect?
I kinda like that approach, but not sure how to implement it.
If it’s not too much of a hassle could you show me an example where the bpi would handle 3 types of objects each with its own special fx?