You can change the Spawned projectile class by feeding an input to the ‘Class’ node of ‘Spawn Projectile’. OR you can do a branch (if) and based on whather your Pickup Actor is destroyed or not, call ‘Spawn Porjectile’ with different classes. So you will have two instances of ‘Spawn Projectile’ node. One will have its class set to ‘Projectile 1’, the other will have ‘Projectile 2’. You connect node 1 to the ‘True’ output of Branch and node2 to ‘False’ output.
The important part is the ‘Condition’ pin of the branch. This is where you determine if your Pickup actor is destroyed or not. To do that you could either set a boolean flag in the class (and set its value from the Hit Vent Grpah you have shown) OR hold a reference to the Pickup actor and test if its Valid. See if you can make it work…if not, let me know.
This Blueprint spawn random classes (I’ve tried it and it works with Option 0 = Projectile 1, Option 1 = Projectile 2, Min = 0 and Max = 1), but I don’t know how to connect Pickup Actor Blueprint with Index Pin of the Select. Is it possible?
Anyway I think my real problem is connect the 2 BP: Pickup Actor and Spawn Projectile, something like “WHEN/IF Pickup Actor is destroyed/activated THEN Switch Spawn Projectile from 1 to 2”. Can you help me with this? I’ll come back on Monday…if you can, let me know.
What I did was to add a boolean variable in the character BP which will indicate if Pickup is active.
When you enter the pickup, it will set the variable ‘Pickup Active’ to TRUE. After 5 seconds, the pickup will self destroy and will set ‘Pickup Active’ to FALSE.
The branch inside character BP is used to spawn the correct projectile.