Actually, I’m confused by your description, so I have to discuss in several situations.
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If your weapon object class is written with c++ and can’t make your weapon instance a reference to blueprint, you can add some params in your wepon’s UClass() macro like this:
UCLASS(Blueprintable, BlueprintType) -
If you want to find out a way to access your weapon in UAnimNotify, you can create a reference of weapon in your character blueprint and access them like Clayton mentioned.
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If your weapon holder is a UObject, like a WeaponManager, you can reference your weapon holder object in your character blueprint and access them like Clayton mentioned.