I found a solution, to refer to the parent Actor of an attached child :
That does the trick, but my casts from inside the childs construction script on my array containing Actor still fail -.-
I will solve that problem tomorrow. Thanks for your help.
Its not that I “don’t seem to know the answer”.I just wanted to point you in to a more logical way of thinking about how Unreal Engine 4 works.Sometimes one would over complicated things more than they should be.
I am sorry that I could not provide you with a more direct answer.
I really just didn’t know , or understand your intended purpose.
Hope someone else understand your situation a little better and can guide you through it.
it’s okay, I don’t understand why you need to know, what I intend to do with it, I just wanted to know if it is possible, and if so how. But I did not find a way to generate an array that contains all actor references i need on construction, without generating multiple arrays, so I found a way around this, and just put the reference name from a child actor into a variable that is contained in the parent actor. Now every parent actor has a variable, that contains its children’s references for all children types I want to be able to refer to, the variable gets set on construction of the child, or on event begin play, this way spawning children automatically “register” in the parent variables. Now I need to find a way to access them by the children type (variable name) and parent reference.
But i will make a new topic on that if I don’t find a solution, because I don’t want stay anymore off topic in here. Thanks for your help !