I’m shooting a trace by channel for my laser. When that trace hits my crystal BP, the crystal shoots a similar trace by channel (laser). I know this because the trace by channel hit a variable in the crystal BP and sets it to true. That true is tested with a branch and shoots a trace.
What I’m trying to do is when the laser comes out of the crystal BP and hits another Crystal BP(a duplicate) how to i get the 2nd crystal BP(the duplicate) to shoot out a trace(laser)?
Or do i need to just make i whole bunch of crystal (number) BPs?
You only need one Crystal BP, with a custom event that you call when hitting it with a laser.
There are two ways that come to my mind you can do this: On your laser hit, you take the Hit Result and Cast the Hit Actor to your Crystal BP and call your custom event, where you enable the laser.
Or you create an interface for objects that can be hit by lasers (maybe “ILaserTarget” or something), add it to the Crystal, and then implement an OnHitByLaser function that enables that crystal’s laser as well.
Here’s method 1 (of course, there might be some differences depending on how your project is structured)