I am trying to reference to specific components like a root or a child in a pawn class BP in ANOTHER BP like the level BP or another pawn class BP.
Casting to it doesn’t really work because I want to check if a specific component overlaps a trigger.
To make a long story short I do a set object refence (actor reference category) variables on begin play in the BP where the components are in.
Then if I “get” those variables in another BP such as a level BP or another pawn class BP then I can call them up BUT they still have a “target” input on the left side of the node.
I don’t get this.
The whole point of creating these variables is to use them as reference in another BP.
So what is the point if you still have to hook up the component to it to make it work?
Also I am just wondering why you run into these obstacles when you are trying to cross communicate between BP classes in C++.
Is this common in other scripting languages too or is it only in C++ that is because the code is very old?
Just wondering what the root of this headache is