Hey thanks for this answer. So you are right I am definitely new to unreal and right now I’m trying to prove a basic and simple concept for this project I am working on to see if this engine is right for me. I am however very familiar with c++.
I’m looking to make two classes that represent two types of objects where actor A sends information to B. It sounds like this FActorOnClickedSignature reflects a lot of what I am trying to do. Having a new actor that operates as a middle man seems like a weird solution for me.
Right now I’d like a solution where I’ve created two actor classes; A and B. On scenario start or mission load the plugin will spawn in actors at select locations and the plugin knows when these actors are clicked and can pass information between them. It sounds like how unreal works though is that you have to program through actors? Meaning I would have some invisible actor that is the middle man for handling these events?
Oh and one more thing, it isn’t exactly clear to me how to register for these events. I know Actors have access to the OnClicked event. But I’m not sure how to make my IModuleInterface register for the OnClick event