Weapon Selection - HOW DO YOU DO IT?

Alright! I’ve got a child actor component which acts as a weapon spawner this spawner is supposed to have a generic fire function that is shared across all weapons, What i want to know is how do i run a fire function/event from within an actor? I have tried already a few different attempts to this problem however i can’t seem to find a solution. I have tried casting to the gun while its a child of the spawner but it doesn’t work neither does an interface

Oh, I wanted to know is an actor component completely different from actor? what’s the difference? because you can’t seem to cast them.

Also, I can’t seem to find the nested blueprints option is there one?

This is currently the only working solution i have and as you can imagine its not an option as this would scale up in complexity with the more objects added to the game.

What is currently the only working solution you have?

This.

Not quite sure i understand this, but couldn’t you make a base class for all weapons (called, for example BaseWeapon) that has a fire function, and store the current weapon as a reference to BaseWeapon. Then call the Fire function on it, it will call the function of the derived class (if you gave the derived class its own fire function that overrides the base class’s).

Don’t know if you’re familiar with inheritance. :]

Yeah! I’ve got an interface that is doing my inheritance however. Child Actor returns back an Actor component is not an Actor.