Hi everyone, been at this for quite a while, Google has lead me in some interesting directions but I’m still not even close to accomplishing what I’m trying to do here.
The set up is fairly simple: there’s a couple AI Character pawns with health and hit collision.
I have a few enemy archetypes all based off of what I name “BP_BaseEnemy” which all enemy characters base off of and handles their internal health management and decision making when firing their Death routines.
In the BP_BaseEnemy blueprint class, I’ve created an event called “ReportDeath”, and the Death routine calls it.
Where I am having explicit issue is setting up the listener for the event in a Widget Blueprints graph.
It will not let me Cast To BP_BaseEnemy without a Target, but anytime I try to pin it on an Owner node, it keeps asking for a Target proper ad nauseum. Of course this causes the BP compiler to error out without a Target.
I just want this UI to listen for a ReportDeath event to be fired.
Back in Unity, I understand that the Outlined hierarchy had everything to do with how who and what and to where events fired would bubble up too. When I peruse the UE4 docs and watch examples, no one makes mention of this kind of limitation to the event system here. This leads me to believe I can fire an event from pretty much anywhere a d I should be able to set up a listener pretty much anywhere.
How correct is that assumption? Am I way off?