I haven’t touched UE for about three weeks so this question may be a little vague!
I have a master blueprint class for my guns called MasterGunBP. It contains a static mesh and some logic common to all weapons, including structs to help each weapon customise various things like player animations and damage amounts.
Some of the logic in MasterGunBP wants to reference a static mesh, particle emitter, etc, so there is a static mesh present inside the master blueprint.
When I inherit a child blueprint from MasterGunBP, I can override the struct values but not the static mesh. I’m unable to change my gun model.
How should I be approaching this? Is there a way to reference a hypothetical child blueprint mesh that should always be present?
I was thinking about making the child blueprint load in its own model defined using the child struct on game start. is this a reasonable solution?