Parent weapon applies damage for all children

I have a parent weapon with a damage variable set to zero.

Damage is done in an anim notify state where the parent damage variable is passed to the apply damage node.

What i have found is that every child weapon’s damage amount is being applied using this method. So for instance I have a sword with damage of 1, a staff of damage 2, and a dagger of damage 3. When i hit an enemy with any one of those single weapons equipped, the print screen shows the damage for all three weapons (1, 2, and 3 damage).

What would be the appropriate way to apply only the damage of a single child weapon without reinventing the wheel? I was playing around with an event dispatcher in the children but my brain is mush trying to figure it out.

Also worth noting, all of my parent variable are stored in a struct and several other systems depend on these variables (inventory, widgets, etc). These other systems work fine.

If anyone ever has a similar problem, i used the name of my equipped weapon and the name of the child blue print weapon with a wildcard. If you need more explanation i might be able to help just comment.

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