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Is there a way to "Switch On Class"?

Hi! For my game I'm trying to make the blueprint code for when you pickup something on the ground. I have it set so that after you come into range and press a certain key, it gets the result of a sphere trace. I want to get the class of the hit actor, and then switch into different possibilities based on the other class. Currently the way I'm doing it is using a bunch of branch statements, but it looks ugly and is a bit annoying. Is there any way to do a switch statement using class?

Thanks!

Product Version: UE 4.7
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asked May 24 '15 at 06:20 PM in Blueprint Scripting

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jfaztk
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4 answers: sort voted first

Not sure if you're still looking for a way to do this, but here's how I've been doing a 'Switch on Class'

alt text

To get it to work, I had to take the class name, and append _C to it in the switch case.

capture.png (61.1 kB)
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answered Dec 17 '15 at 12:14 PM

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Crow87
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avatar image Arty-McLabin Jan 17 '16 at 09:59 PM

quick note: beware this version will return FALSE on a superclass: if C inherits B, C instance won't be seen as a B instance (which it is as well!) because of the name difference.

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use interface functions:

https://www.youtube.com/watch?v=WwfsWr4A894&feature=youtu.be&t=4m53s

you should call an interface function on the other actor, and let the other actor perform some logic. you could have the interface function return an integer or name identifier, so you can do a switch case, but that means each new pickup actor you add, you might have to update the character as well.

its usually better to make actors know how to use interface functions, rather than knowing how to talk to many specific actors.

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answered Jan 18 '16 at 07:21 AM

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ScottSpadea
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avatar image MxPrime Nov 07 '18 at 08:45 PM

You are my hero! I was elbow deep in environmental queries. This is sooo much simpler

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You can create a macro like this alt text

alt text

m0.png (235.1 kB)
m1.png (99.1 kB)
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answered May 24 '15 at 06:51 PM

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Mhousse1247
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avatar image jfaztk May 24 '15 at 07:30 PM

Thanks, unfortunately that's essentially what I'm doing (can't use cast). Do you think I could post this over at the feature request section in the forum? Or is there a reason for this?

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Create a function and have hit on actor with equal to class nod the branch and check that like he did on the macro, that's what I did.

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answered Dec 14 '18 at 03:31 PM

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pippin007
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