Everynone
(Everynone)
August 20, 2024, 7:13am
9
It’s an issue with the script. You do not need to keep references for what you’re describing. And if you need to keep them valid for some other reason, do so. There’s as many ways to handle it all as there are people:
There’s probably half a dozen ways of doing it, here’s one:
[300271-untitled.png]
I added a custom Game Mode with a Player Controller to keep things civil and organised.
I spawned some physics ‘ships’ above the board and let them fall with physics and gravity
the script then checks what’s under the cursor, if it’s a Ship, we store a reference
switch the physics and collision off so it does not interfere with anything else while we drag it around
then we check what’s under the cursor; if it’…
Addressed in another thread:
This works fine. Attach script if you need help something specific. Once you’ve assigned a valid value to a reference variable:
[image]
You’re free to use this (Hit Actor) variable in any functions / macros / graphs / events of this actor - until you dereference Hit Actor yourself or it becomes Destroyed, which you’d need to do manually, too (or play with object lifespan).
It’s bad enough trying to get variables from one BP to another, but this is even more ridiculous.
Passing data betw…
1 Like