I am making a game with a lot of diverse types of weapons that fit underneath a BP_Weapon_Master with children (as example) being BP_Melee_Master and BP_Gun_Master.
Within the player blueprint the master is a child actor and then actions are applied to the child of that, pretty typical for a weapon system-- however, I because of the diversity of the system I don’t wish to use standard enhanced inputs within the player and send an interface message to the weapon blueprint, Instead I want to be able to consume and use the enhanced inputs for each class within the child weapon itself… I am completely lost in regards on how to do this though, I haven’t found any method to get this to work even with researching and looking through documentation
At the moment the child master classes (melee, gun, etc) have their own mapping contexts that they send to the player but still no inputs can be consumed. I really do not want to use the interface approach and have to set up every single input and corresponding interface message for guns, melee weapons, throwables, magic and more. Handling it solely within the Weapon Masters and not having to have so much BP interface messaging or setting up the blueprints within the character would be far, far simpler for what I’m trying to achieve.
Any help would be greatly appreciated!
(inside of BP_Weapon_Master)
(What I hope to be able to do within the BP_Melee_Master child)