I see … and how do I " just pass him item asset class, so character can make an instance of that class " .
What I mean is, when I make a spawn actor from class and make a class array to hold all my objects then I pick an object from the array and and feed it to the spawn actor from class (in my pawn) the game crashes.
SO ,If I want to have 20 items should I have 20 vars which will clutter the code a lot .
Edit: I fixed the crash the spawn actor was causing and I can use array of classes (it needed a doOnce after the overlap event)
Ok I “fixed” the problem what i do is spawn the Item on the place of the spawner and it is automatically spawned in the persistent level and I can take it in other levels.
BUT I do want to know how the pros do it ( aka borderlands) .
(very confusing explanations ahead sorry )
So each weapon is a Code that the player can access only after they have picked up the weapon’s spawner , after that the spawner is destroyed and the code is unlocked . When you drop the weapon the code is blocked again and it the game creates a new spawner that represents this weapon. The only question I have is Where is the weapons CODE located?
I am sure it is not in the pawn. So if you are working with BP should you make and actor or what .