Hey All, I have a simple input blueprint where I can right mouse click and a laser (static mesh) will shoot out of my spacecraft. I have the blueprint all set up and almost working. Currently, the blueprint only allows me to shoot once . After that it will not shoot again. How can I trigger a reset so that when I right click the laser will shoot again?
Thanks!
You need to reset the DoOnce 
Ah! I tried that but couldn’t figure out how. Do you have any ideas? 
This resets the timeline but doesn’t respawn the projectile for some reason. The timeline is a vector timeline that moves the projectiles in the “y” direction. When the timeline resets I would assume the projectile is supposed to move back to its original position but isn’t for some reason.
So you are using your character BP to trigger the firing of the weapon and then a separate SK_Weapon BP to set up the firing event? Is your SK weapon a skeletal mesh or static mesh? Or is the weapon an actor?
If my spacecraft is considered the “weapon” how do I attach it to my character BP? Or are they two separate objects/actors placed in the scene?
Thanks!
You connected both timelines to the reset. Just the second one…
SK_weapon is an Actor class that has a skeletal mesh component. All weapon based logic and vars are in the SK_Weapon parent class.
Character/Controller inputs (fire, toggle etc) execute events in the currently “equipped” weapon class.
These weapons are spawned in scene and attached to the character. A reference var is set for each weapon slot. Primary, secondary etc. On equip I set “Current wep Obj” var to the equipped reference. On unequip I nullify the var.
You can use the event driven logic (single, burst, auto) without doing any of the other stuff.