This is just me being slow… but I’m still not connecting the dots. Might need an example…
“likely initialized with a function that “sets” what skills of all possible skills the player will have available at the start.”
- I understand what you mean, but what controls whether a skill is active or not? The UObject bit confuses me, is that where the skill logic is? If my skill is “get player pawn and set max health X 2”, how does that become active or not?
“Once it is added to the player BP you can then script logic inside the interface like you would a traditional function”
- What do you mean by this? Interfaces cannot contain any logic.