Thank you for your answer,
However, the issue is that Ready to spawn, is an array of multiple classes. The constructor should not have to care about what it is crafting.
It’s the items that hold the informations about what they will be crafted too.
For example, I have an iron nugget that implements the “craftable” interface that have a function called “get product”. In the implementation, iron returns the “metal bar” class reference when “get product” is called.
Same thing for the wood class that returns the “plank” class reference when “get product” is called.
So, in the array, in our example, if we have two woods and two iron, we would have something like [plank_class, plank_class, metal_bar_class, metal_bar_class]
this is where the issue lies, I can’t have both metal bars and planks share the “On Picked Up” event dispatcher.
I can’t even create one that has the same name in both classes and try to bind to it, because even when you create two ED with the same name, you get two different nodes for “bind” with the different input type depending of the class.