I want a struct (ST_GunInfo) to put the variables of another struct (ST_GunParmInfo) to create a random parameter system.
However, I’m having trouble because the structure (ST_GunInfo) is left as default.
What should I do? I’m Japanese and I use a translator, so I’m sorry if it’s hard to understand.
It looks like you never actually set it. Instead of making a struct, try Setting Members in one:
Not only will it assign value, but will also allow you to expose fewer pins → less mess. The ones not exposed are left unmodified.
Looks fine at a glance.
- how are you testing it?
- how are you accessing data of this struct?
- how is this function executed?
・Tests are based on whether the type of bullet fired is a rocket launcher or a grenade launcher. (ST_GunParmInfo is Rocket Launcher)
・I think you are accessing it with an interface. This blueprint is a child. I don’t quite get it…
・It is set in the event beginning play of the event graph.
But you’re not accessing the struct variable you set:

・It is set in the event beginning play of the event graph.
It is not. The function never runs. This script does not do anything. This would set the value:
But if you’re doing this:

It’s enough to:

There’s no need to even return value.
For some reason, it becomes Null and an error occurs. Is it because the target is an interface? What should I do?
Fixed the target! But it didn’t change…why…









