I’m following the Battery Collector playlist and decided to play around a little before continuing. So I set my APickup to destroy itself after a set time, by calling a DestroyPickup() function which:
calls a BlueprintImplementable function called PickupExpirationEffect (check screenshot), and then
Destroy() the APickup.
What I want to do is that before the pickup is destroyed, it will play an effect. But the way my blueprint is currently set up, it doesn’t do anything. Once the pickup expires it simply disappears, no effect playing whatsoever. I tried the Event Destroyed from Blueprint itself but nothing happens. As in the screenshot, connecting either Event Destroyed or Event Pickup Expiration Effect makes nothing happen in the level, the pickup is simply gone.
I’m still very, VERY new to UE4, so please help me! This is the Event Graph of the pickup’s blueprint.
Oh my God silly me! I was tweaking the Pickup class while expecting the Battery class to play the effect! I thought tweaking the parent blueprint would trickle down to the inheriting blueprints! ■■■■ everything is playing nicely now!