Sharing BluePrint

Hello there!
I was wondering if there is a way to connect the same blueprint actor to 4 slots that a pawn has in order and get the same effect and stats. Basically a have a ship mesh that needs 4 weapons on 4 different places but as a result I want to equip 1 BP to populate those 4 places with the same item. Can you give me some idead or a spark to follow?
Kind regards, Alex

You should always title your posts as a short, well formatted question in order to get better feedback from the community. That said, it sounds like what you want to do is make a blueprint of your pawn class, then create four static mesh components. You can do this in your blueprints constructor or through the visual interface Viewport that is available on all actor blueprints. Feel free to clarify on your question, as currently I am uncertain as to how much my explanation can help.

If I understand is right then: I will have 1 pawn mesh and then 4 actor components and as a grand finale a BP that will melt those cores together, or I will have to construct 4 static meshes in that BP attached to Pawn with individual location that must fit on the right Pawn position; which leads me to another problem: It will work so that every component of the BP to rotate towards my mouse cursor position?
Kind regards, Alex

Thanks Spiris! If you don’t mind i want to ask you 1 more question: Which one is the best solution in setting those meshes pointing towards my mouse cursor: 1 I should do static meshes, find a core point , and the rest of the body pointed towards target or shall i create meshes with bones, rotating that way only the surface attached to the skeleton. Once more kind regards!

Hey Alex, Sorry for the delay. You need to have a root component that is parent to all of your other components. Once you have this, you could have 100 static mesh components as children and when you rotate actor, all will rotate on the same transform.
In order to have them all rotate separately you will need to write a function in your blueprint that sets the world rotation of each component you want to rotate to face the proper location.

I am afraid I lack almost any knowledge about the losses/benefits of the skeletal mesh approach. My best guess is that each approach has it’s strengths and weaknesses depending on your final desired result. If you have the time and skill with mesh modeling I would recommend trying them both to see which is better suited to your needs.
For myself, I tend to lean more toward code solutions. I find setting up a small script more time efficient than modeling due to my lack of skills in that field.

Thanks a lot for your support! Good luck further!