I have the model for the blaster, I just need to know how to make the laser and make it so when it hits a specific actor, it does something. Thanks in advance!
Create an interface (in BP or C++, whatever you chose) with OnBlasterHit event. Blueprint interfaces
Create blaster BP and make OnFired event. You’ll need to call it (keybinding or whatever you want) then you need to fire. Also, add a particle system component (Niagara or Cascade), which will creates laser effect while firing. Particle system component needs to set disabled by default.
Create or get a required laser particle. I can’t help with it, but there are a lot of tutorials in the Internet. After creation, set this particle to gun’s particle system component.
In OnBlaserFired event create a firing logic. Long story short, you need to activate particle component on fire begin, make a linetrace from the position you fires from (usually, particle system component’s world location) to position your gun looks at (get particle system component’s world rotation, multiply by max fire distance and add to component’s location), call a OnBlasterHit event at hitted actor (if exists, it’ll process something), disable particle system component.
Managing particle system could differ from what I wrote, but other fire logic is same.
This is just a suggestion of implementation, not an instruction “How always do it” - your implementation could be absolutely different.