I created an actor componenet that is responsible to move a projectile in a specific way.
I use this componenet for my character blueprint.
In my case my projectile is a part of my character BP hirarchy.
In order to move this projectile I want to have in my actor component a variable that I would be able to drag this projectile from my character blueprint into it.
This so it would be more intuitive to use it.
But when ever I try to create such variable or I can’t see it in my character BP or I can see it but I can’t put this projectile in it(can’t see it in the dropdown list of the variable).
Can anyone help me under stand this.
I’m new to UE5 so maybe I’m doing something wrong.
hello.
is the projectile a bullet that your charecter going to fire?
normally we make the bullet a unique blueprint,whenever needed to fire the bullet,just spawn the bullet actor.
if you have problems setting such things up you could tell me ,i’ll make a quick example for you.
Well in my situation I’m creating some king of an arrow like yundos from guardians of the Galaxy which go torugh multiple targets and return to the player so I don’t spawn a new every time and don’t destroy it. It is always around the player flying.
it still can be an separate actor…
But this one is definitely going to be a complex actor.
I can only offer some tips.
make the arrow an actor.
create a enum for it to represent its states.
Use “state machine” strategy to program its behavior.
it has complicated movements so it’s not easy to build…
Do you have idea for any state machine strategy because I’m regular using so OOP in it with switching between classes but in unreal it’s going to be harder to do such option without coding