I mean from a different blueprint, like let’s say character A is holding an object using physicshandle, is there a way for the code for character B to check if that object is being held by another physics handle or not?
For instance to make it impossible for two characters to hold the same object, or implement special behavior when two characters try to hold the same object?
Last time I checked, the grabbed component wouldn’t know it was being grabbed. There’s no owner, no attachment, no instigator. However, you can set the Instigator manually - it’d have to be a Pawn, or set the Owner - any actor. Querying the Grabbed Component would then either return one of the above, or none if it’s not being held - providing you remember to nullify it on release, ofc.
Regarding tags: Static Meshes in the scene are already converted to actors - Static Mesh Actors to be exact. They come with an inherited Static Mesh Component. You can either tag that actor or its component. The tag list is fully dynamic.
Both methods should work without adding anything to the already existing entities.
Setting the owner seems like the perfect solution. The instigator won’t always be the owner in my case but that’s a good idea as well. Thanks!
Edit: I could have sworn I tested setting the owner of a static mesh actor today and it worked but it doesn’t seem to be anymore. I guess i’ll have to try the tag approach.