Hi everyone,
I’m currently working on a project that involves multiple characters, each with their own unique abilities. I want to display a widget in world space when these characters attack, and this widget should perform different actions based on the character and ability.
Initially, I considered creating a base widget class with a function that I could override in child widgets for each ability. However, after some research, I found that UMG widgets don’t support inheritance the same way other blueprints do, which has left me a bit confused.
I’m seeking a clean and maintainable way for the characters to call widget functions based on the context without having to cast for different ones.
Any suggestions would be greatly appreciated!
Thanks a lot!