Parent blueprint has to pass its logic to its children but they are 2 different meshes

Ahhhh. When I said solver it was more of a term meaning a custom manager for every player- that would just end up being a component.

But if all you need is to set a collision response to channel, that’s easy. SetCollisionResponseToChannel is a function for PrimitiveComponents.

static mesh and skeletal mesh both in some way inherit from primitive component, so we can treat both types as a UPrimitiveComponent

The most scalable option would be to have a function in the parent blueprint that returns a primitive component. Realistically you’ll probably want to make this return an array of primitive components since it’s unlikely you’ll have only one mesh for every interactable.


You then simply override this function in your child classes.

To return the mesh that’s only in the child:

The parent can now do stuff with this mesh:



Here’s how you could do it with arrays:


or

whichever you prefer- they do the same thing.

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