How to get a reference in C++ to the current actor

I’ve got an interface working that can be used by my class PlayerCharacter to call functions in other classes. What I’d like to be able to do is, on a function call, pass along a reference to PlayerCharacter so that when another class gets that function call, it knows which player called it and I can assign it a reference to the player currently interacting with it (this will be extremely useful for me for a lot of things down the road).

I imagine this should look something like this (don’t mind any minor typos, this isn’t my actual code):

// Interface.h
UFUNCTION(*some parameters*)
void Interact(AActor* RefToPlayerCharacter);

//-------------------------------------------

// PlayerCharacter.cpp
AActor* RefToPlayerCharacter = [*Somehow getting a reference to this player character*];
IInterface::void Execute_Interact(RefToPlayerCharacter);

//-------------------------------------------

//InteractableObject.h
UPROPERTY(*some parameters*)
AActor* OwningPlayerCharacter;

//InteractableObject.cpp
void AInteractableObject::Interact_Implementation(AActor* RefToPlayerCharacter)
{
    OwningPlayerCharacter = RefToPlayerCharacter;

}

The problem is that pesky “[Somehow getting a reference to this player character]” part. I don’t know what I should use there. GetOwner() returns an AActor* object type, but as I don’t know what exactly we’re getting the owner of (the root component? This instance of this actor? The actor as a whole?), I don’t know if this owner in this case would give me the current instance of PlayerCharacter or return something I don’t want. I’ve also seen some suggestion online to use “this->” beforehand (i.e. “this->GetOwner()”), but I don’t know if that’s an appropriate use in this case. Or if I should be using something else entirely.

Any help/insight would be hugely appreciated!

Well I’m an absolute muppet. I got so caught up in the Unreal syntax that my huge genius brain forgot that simply doing “AActor* RefToPlayerCharacter = this;” was an option :upside_down_face: