[Bug] 4.6 Cannot use Instigator in BluePrints
When getting the instigator from the "Event Any Damage" event on an object, Casting to your Pawn BP or your Controller BP fails. Steps:
Basic problem appears to be that when you set the instigator for the projectile from your Pawn, it requires the instigator be a Pawn class. When you try to use the instigator in a damaged actor, it thinks it's trying to cast to a Controller.
Running this on Mobile device and Mobile Preview.
PS....using a Mac. Don't know if Windows works any differently.
asked Dec 07 '14 at 06:39 AM in Bug Reports
I'd say the solution for this would be for the Apply Damage node to check if its Outer blueprint has a projectile movement component, and if so, if the instigator parameter is null it should get the controller of the Outer's instigator and set that correctly for you.
However, the Apply Damage node is currently an autogenerated node from UGameplayStatics::ApplyDamage so this would require creating a custom K2Node for it.
In the meantime you can use this as a workaround inside your projectile's blueprint:
answered Dec 07 '14 at 09:19 PM
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