Hi,
There’s no need to use multiple blueprints for the same object. You can setup your launch velocity to have variables so that you can edit these directly in the details panel for the specific placed ManCanon-BP. By using the Make Vector Node you can drag a pin off the XYZ values and make a variable that is editable there. This will give you much more control over the individually placed BPs but still allow you to have just one Blueprint for them all.
You can use your own components to trigger as well. When you use it in the components make sure that it’s collision is set to OverlapDynamic to generate overlap events to launch the character. Also make sure to keep actor hidden in game and visibility turned to off if you don’t want to see it in the viewport while you’re editing.
If you’re still having issues or have more questions feel free to ask!
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Ya i have one question, in the video he has a static mesh, the pad, and the component, and a visual animated texture, i think that’s what it is. Could you instead make the AT, the glowing yellow thing he has in the video, , be the component and have the OverlapDynamic? So that way you can have an animation, say i have it spitting out plasma, and also acts as the component. kinda like combining them together so you don’t have to have 3 separate pieces but instead 2?
Oh and is it OverlapAllDynamic in the Collision Presents?
Oh btw how do you drag a pin off? like get these guys?