I’m trying to create a setup where my character can call various blueprints like a spell bar.
I think the way to approach this is through Pawn Action blueprints.
I’ve created a public variable in my character blueprint of the type “Pawn Action Blueprint” called “Ability1”
However, when I try to create a Pawn Action Blueprint I only see “Pawn Action BlueprintBase”
The problem is that I cannot populate the “Ability1” with the “Pawn Action BlueprintBase”.
What part am I missing?
Do I have to create a function or event within the Pawn Action Blueprint?
Is there a way to create a “PawnAction_Blueprint” instead of one with Base?
Or should I be approaching this in a different way?