I have created a data table that holds several different values and tied it to a parent actor called BP_Item. I have two separate items (that serve as the children to BP_Item) at the moment that I am using called BP_Axe and BP_IronAxe. Depending on the key pressed, it will spawn the actor of the respective item and I have a print string to display out the statistics associated to that item. All of this is working successfully without an issue.
As part of an action (left clicking on a tree with an axe equipped), I have it playing an animation montage and applying damage to the tree. When hardcoding ‘damage to object’, this works without a problem. However, I want to use variables it to read the damage associated to the weapon I am equipping at the time. Whenever doing this, unfortunately, I am getting a failed casting at best or outright freezing on my game if I try a different method to try and access the item. I had thought about potentially promoting the actor directly to a variable, but I am worried that would then mean I need to deal with it being stored as “BP_Axe” vs “BP_IronAxe” rather than “BP_Item” with some other information to tell it which one to point to.
Attached is the method by which I was trying to call/cast the item. As well as what I am doing in the first place to create the item and attach it to my characters right hand.
Any thoughts on what I may be messing up on?