I’m trying to convey the damage type of an incoming attack to my enemy AI in advance of the actual impact to give it time to start its blocking action (animation), when blocking is successful.
My setup is as follows (photos attached):
- Damage types created as blueprints, selectable via enumeration for BPs
- Damage types manually set within animation montages (this demands class references)
- Damage types transmitted to player BP via interface when animation notify state fires
- Damage types passed to enemy AI via Apply Damage node (this demands class references)
- Damage types received in enemy AI BP via Any Damage node (which outputs an object reference)
My issue is that I need the enemy AI BP to know the damage type as an object reference, without using the Any Damage node, elsewhere for blocking events. I can’t figure out a way to convert the class reference to an object reference, which is needed for the blocking function.
Any ideas or help appreciated. Thank you.