Small hijack (mostly on topic).
I am making similar system (for guns). I used inheritance. However there is small problem, how do i trigger event from parent to inheriting child. In this case i want to propagate event “Shoot_Now” from parent.
I done it trough dispatchers (child hooks parents dispatcher), but there must be easier way. I just cannot figure out how to declare such event.
And another problem with inherited actors and blueprint animation this time. Each inheriting gun blueprint uses different skeletal mesh thus animation blueprint. My problem is that all of them (anim bps) do exactly same task, ie if player is shooting move trigger bone to some location if not move trigger bone to another location. So far i made code in each of those animation blueprints. Is there a way to avoid creating same graph 20 times?