Then inside the UIWS Water Actor, I set it as an event and whenever the event is fired, I used a UIWS prebuilt method to create splashes at the location of the actor:
The problem is, the event isn’t firing. The method and all works all dandy n fine when I connect it to an event tick with a custom location, it spawns the splash particle.
The anim notify is also triggering the BPI function as I tried to debug it with a simple print string and it works.
However, what I suspect is that I may need to set the target in the BPI’s function to the UIWS actor, as in all other tutorials, the target was the mesh component of the actor of the animnotify itself. Like this:
I’m guessing this is what’s causing the event inside the UIWS water actor to not fire. I don’t know how to target the UIWS water actor as my actor and the water actor aren’t linked by hierarchy so I can’t cast.
Also, the event is firing just fine when I implement the same interface to my actor and have the event print a string in my character’s bp. It works.
I just needed to get the owner of the mesh component and plug that into the target of the BPI function so this is definitely about casting properly to the UIWS actor
Yes I’ve seen that video long before I posted here. My problem is that I don’t know how to reference the UIWS water actor from the character’s animNotify in order to trigger the BPI function correctly
yes exactly. How can I reference the water actor through my character’s footstep animNotify? because I only have reference to my character in the animNotify’s input, and I can’t cast between these two actors