Hello,
So I’m playing with blueprints (noob in UE) and trying to do the same stuff in different ways. Mainly trying to reproduce some POE mechanics. What I want to do is :
- Spawning a projectile that chain (bounce between actors) automatically
I have something that works where :
- My main BP (spell) has a function that spawns a “ChainingProjectile_BP” actor
- The “ChainingProjectile_BP” has variables such as the projectile speed or the number of chains but no physical element, just a rootcomponent.
- This actor will spawn a “primary_projectile” actor (actual physical projectile) which, upon overlapping an ennemy A, will return a bunch of info to my “ChainingProjectile_BP” via Interface. It is then destroyed.
- The “ChainingProjectile_BP” checks if there is a target in range (ennemy B) of the hit location with A, and will spawn a new “primary projectile” that goes from A toward B.
So this working perfectly but I’ve just learned about “AddChildActorComponent”. It would be super handy in this case because I could have all these actors with proper hierarchy inside a single actor and then access the children very easily (in case I want for example to spawn new chaining projectiles from current live projectiles, because why not)
The problem is that I cant find a way to set the values inside an “AddChildActorComponent” node dynamically. I can only edit them in the editor and I have no way to access them at run time (for example, the transform for each child is accessible from the node, but not the rest )
: is there a way I could “Add a child component” and set its default values dynamically ?**
Thank you for your help!