I’m hoping I can describe where I am at, where my brain is and what I’m trying to do so it’s understandable. I have playing around with a game for fun and have a very basic setup for left click to charge a spell.
I have an integer that I change with the scroll wheel 0,1,2. Depending on which integer is selected will depend on which spell I cast. In prototyping it works. But thinking ahead as I create more spells I need a better way to cast my selected spell but I don’t know what that is. I have ideas for a dozen spells but don’t want a selector that is a dozen deep. Plus I have all the node programming for charging within my players blueprint and adding the node programming for a dozen spells would make the player BP outrageously big.
Like most, I don’t know a whole lot about programming but can get around pretty good within UE4 blueprint. Ideally I see something like each spell contained within it’s own blueprint that has the same function names. If I create ten spells I would only want the player to have access to three or four at a time. So I would want to be able to specify which spells they can use, and which one is the active spell. Then, I assume, through an interface ‘Charge’, ‘cast’, etc the active spell. I don’t know how to tell UE4 “Hey when I left click use interface to tell the ‘Shield_BP’ to charge”.
Does that make any sense? Am I way off in my thinking about how to cast spells?