[Tutorial] UsableActor system in Blueprint with multiplayer support

Hm… I hope I can work around that somehow - I was hoping to not have to have specialized logic all sitting in the base UsableActor class. If not I guess I’ll have to just take the time and set up the C++ I need to do it right. Kind of weird that Interfaces don’t behave as you’d expect in BP, and there’s no real way to call child functions.

Might want to have a couple of pictures showing this step - I had to fiddle with it before I realized that I needed to be adding a variable rather than a component for the mesh variable to show up on the Defaults page of the child blueprints.

Yeah I think it’s mainly nice for those problem nodes, and/or making it a bit quicker to just get the nodes placed down. If all or most of the nodes are generic, the text pasting should be pretty useful, as it will probably just show error/warning in the BP editor for the jacked up nodes, and the user can just replace them. I guess I just want to make more people aware that they can also share their nodes via text in order to cut down on the time we all spend looking at images and switching back and forth to make sure they’re correct.