Hello, i’m having trouble trying to find away to get the child actors or change the actor type to my current weapon for the accurate firerate.
Anykind of help would be neat even if it was suggesting a very different way of doing it.
Could you explain what you’re trying to do - because you’re abusing the timer up there in a way I did not think was possible.
I’m trying to get my currently equipped weapons firerate variable to use for the timers time to make the weapon automatic so it shoots between a said interval and gets cleared once fire button is released.
Cool.
- where is the weapon referenced?
- where is the
Equip Weapon
event?
- but, most importantly: why isn’t the Timer inside the weapon BP so we do not need to care about the above at all?
You may have a reason, just asking.
- timer goes into the weapon, and samples its firerate
- player pulls the trigger, the weapon fires using its timer
The player should not care about the weapon’s firerate
Now that you asked i don’t remember why i did not have it inside the weapon itself… I’ll try that, thank you.
By where I meant how you spawn and reference the weapons. I understand the BPs are in the Content Browser.
You’re using inheritance and Interfaces already, neat! Put the Timer in the weapon base class
, see if this makes sense:
Pseudoscript ofc.
They are items in the player’s inventory and once dragged to a weapon slot said weapon attaches to a socket on the player’s hand and to get the weapon blueprint itself the item has a type it can be for example a weapon and then what kind of actor to use. I’m not good at explaining and sorry for that. I’ll do the firing inside the weapon actor since that’s actually how to do it. I have no clue for why i was doing it inside the player probably had a reason but no clue anymore. Thanks