Ok. A lot of your problems are stemming from the fact that you’ve declared the variable ‘Current held item’ as an ‘item parent object’ reference. I think you should have declared it as ‘actor object reference’.
To make this change, you need to change the variable type in the FPSController, then:
- Add another function to the blueprint interface:
- In your item parent, you can add the call:
- In your FPSController you can change this call to an interface call
This won’t help with your problem YET, but it’s a crucial step which gives you two things you really need:
-
You can directly compare the looked at actor and the held actor without casting
-
I -think- it’s probably what was in the tutorial ( but haven’t watched it ).
I’ll come back in a while…