On thing that I’m trying to under stand is the flow of information for all these different level of blueprints. Some things work both ways and some don’t.
For instance animation notify. They are implemented in the animation blue print but I can’t get access to the character that’s housing information like location/HP/ETC.
From the docs it looks like the Heirchey is:
GameMode>GameStates/HUD>Level>Actors/Character->BPAnimation
But shouldn’t a BP Graphic know the pawn that executing it? IE: I have a Animation Notify for triggering damage calculations. This notify is implemented in the Animation Graph. But I know that I can gen the player actor from the global get and then get access to its character data with a cast. But what is my monster is the person sending the notify. I can’t get the monsters actor. Do i have to set a owner handle inside the animation instance from the on begin play of the character? This is something that I just thought about when writing this but isn’t this something that’s build in already?
Is there any other sources to help understand the over all hierarchy better?
Maybe I’m doing this wrong…