I am struggling to figure out how I can make a separate node hierarchy and blue print to add to my character as a Component.
I want to be able to update and modify it separately so that I can more quickly remake the whole thing.
But I cannot seem to be able to figure out how to do that and be able to access that BP’s data in the char BP.
I have been trying with the ‘ChildActor’ but have not figured out how to get hold of the resulted spawned actual Object and it’s data INSIDE the character BP.
Would anyone know how I could do something like this?
Are you saying you want to get something that is inherited from the base character class? As far as I know you should have access to everything that was a part of it. You just have to use the show inherited variables option to show your variables, and call an inherited function like you would a function that you created.
No I want to make a completely separate Bleprint that I can add as a Component to my Character/Pawn.
And be able to access all that new BP’s data from within my Character/Pawn.
My current method is to have my ‘other’ BP spawned on BeginPlay in my character and the resulting object saved as a Class reference variable (with the ‘other’ BP as type).
Then calling functions and variables through that saved variable.