I feel like this should be incredibly easy, but for the death of me I just can’t get this to work. I’ve attached a photo for reference. Basically, on my player blueprint, I’m trying to send a message to another blueprint and activate it so it begins emitting particles. I can always get the blueprint to spawn fine IF it spawns already activated. However, if I turn auto activate off, I can’t get it to spawn for anything. I’ve tried using blueprint interfaces, casting, you name it. Ideally, this is what I want to do:
On keypress, I’d like to spawn a blueprint, which contains a particle effect, on my player character. And then upon keypress a second time, the blueprint is either destroy or deactivated until the next keypress. I feel like this should be super simple compared to some other stuff I’ve been doing, but maybe I’m just having a dunce moment?