So like you said, I’ve changed the BP_Character interface reference to Actor (not a soft reference in the interface)
Then over in my interactive prop blueprint (in this case a ladder), I implement the interact event, I can take the Actor reference, cast it as a Character and it’s still decoupled/not dependent/doesn’t show up in the reference viewer - this is good and expected based on your reply
If you have a tight coupling ( as it’s called ) between the player and the ladder, it means that the ladder concept ( including all textures, code etc ) is loaded all the time your player is loaded.
You can still have a tight coupling if you have a special player you only load for traversing ladders. That’s a possibility. Many methods…
Yes the coupling is exactly what I was hoping to avoid by using interfaces - but I was surprised to see that adding references as inputs on interface functions still leads to coupling anyway regardless of whether the reference is hard or soft🙄
You basically can’t mention the type of an object in your blueprint. The moment you mention the type, you create a bond. Casting, and even just having a variable count as mentioning the type
You passed an actor reference, all good, but then you casted it, doh, game over