I know this is might be a dumb question that have a solution (in order to the cast to work, the object must be inherited something), but neither referencing seems to work, so here is my problem
In my previous thread I’ve said that I was having a issue that collisions/triggers wouldn’t make the referenced/casted actor to do something, like moving to a position, unless I marked the Editable part on, and select the instance on the level, the solution was using the Spawn Actor and then use it with the SetActorLocation, but that’s not the method I need.
Since I’m making a save game BP, I need to make the actors to load in the positions they were saved.
What I’m missing at this point? I don’t even know exactly what kind of node would be the original parent from a normal actor, I do know for players.
You can cast/ref between actors but you need to have a variable or similar that represents the other one. If you have no idea yet what will be referenced during the game, then you could simply make an Actor variable in the blueprint, and during the game you define this variable to contain the reference to the object you want to reference. So you define the variable only during gameplay, and from there on out you can cast it and do whatever else you want.
Heyo Hourences, are you saying some kind of a variable “inception”? Such as opening something like CrateBP, creating an variable referencing itself, then on the TriggerBox BP, reference or cast the CrateBP itself, but then get the CrateBP variable from inside?
Or something like a reference to TriggerBoxBP at the CrateBP, and a referente to CrateBP to TriggerBox BP?