Variable access different characters

Hey guys!
Im feeling stupid for asking this, but im pretty sure about parent classing is the way to go, but i cant wrap my mind around it.
So, i got for example grenade damage on each character adam julie sara and steven.
Then i got the grenade blueprint that sends the damage through a apply radial damage with falloff.
There characters got each different damage on the grenade, and then i want to access this variable on all characters.

Is there a way i can skip all the checking which all the character blueprints that spawns the grenade and instead insert into damage a variable that is checked by for example the controller or something more easier, that doesnt give me spagetti head.

Im not entierly sure Im getting your question correctly, so forgive me if this doesnt make sence, but incase you are looking for an easy way to store multiple variables in the same place, (using blueprint), I would recoment using a “data table” with a “structure” that holds your damage, mesh classes etc, and then using a “get data table row” node to access that data.

Sorry let me explain better

I got grenade blueprint, which does damage to players
I got the one character out of 4 throwing them
The damage comes from the grenade blueprint
Now every character got a grenade float variable that has different values.
Now if adam throws the grenade i want his variable in the grenade blueprint, but if steven throws the grenade i want his variable.
Now i am asking: there is a way for the grenade to different between the players and thats by the insegator, but how
Do i get the damage from the character variable into the grenade blueprint by it recognizing the player that is spawning the blueprint grenade?

I think I understand your problem now, you are trying to change the damage value after the damage has been sent to the “target” actor, I think you should set this in the grenade instead, by editing the damage value it has after its spawned.

first of, to be clear - the grenade blueprint that your editing is never actual used, when its spawned its in effect copied and so is what we refer to as an “instance”.

when you spawn the actor you also get a return node that you can use to set variables in that specific instance of the grenade blueprint, draw out a node from this and set the damage variable inside the grenade to what you want. (Also to specify, we don’t need to cast this since we got the exact instance from the return node).

hope we are on the same page now : ]

Thanks! ■■■■, that was simple solution

now, for the interesting part, how would you implement this by a damage system by using damage types and a variable in a parent damage type?

just asking, resolved anyway! Thanks again!

well - you can do that in allot of ways but:
maybe spawn the grenade in the “parent” blueprint, (you mentioned characters earlier, so in theirs), using a message or a cast sent from the player controller. (google messaging/casting).
or maybe spawn the grenade in the player controller, then set the damage based on an int variable, connected to an array holding each characters damage value, (“get” node), then simply remember on which index each characters int value is.
a dirty alternative of this is using a “select on int” node executed by the inputAction.

btw just a tip, try using on release for the grenade execute.