I am somewhat new to unreal (about a month experience) and am trying to attach a destructible actor (blueprint created from destructible) to a physics handle. Ive tried it about 3 ways and am getting confused on what unreal wants.
I know the component slot wants a primitive component (static mesh, skeletal mesh, physics component, destructible component, etc…) and I am feeding it a destructible component.
I am looping through all actors near the motion controller, then once I get the closest actor I cast it to a Destructible actor to check if its destructible (and to get the destructible component) and then plug that into the Grab function.
I am updating the physics handle location. I have input enabled in BP_MotionController.
My destructible actors are blueprints created from destructibles, but they are listed as the Actor class, so does that mean they arent considered DestructibleActors? I am confused with how strict Class Names are and how detailed you have to be when getting a reference. Maybe someone can elaborate.
Many thanks!
