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Damaging an Actor from a custom NPC class in Player class when hit by a line trace

I created a simple weapon that fires using line trace. Since there's no way to detect if an object has been hit with a line trace (if there is let me know) I have to create the damaging system in the player class. I tried this:

                 if (FireHit.Actor->GetClass()->IsChildOf(ANPC::StaticClass()))
                     ANPC* HitNPC = FireHit.Actor;

But we cannot just assume that the actor is a child of ANPC class so that doesn't work.
I honestly have no idea how to do this.

If you know how to help me, then please post an answer to my question.

Product Version: UE 4.15
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asked May 06 '17 at 07:22 PM in C++ Programming

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Hey, it looks like you are looking for casts.

You have to do something like the following:

 if (FireHit.Actor.IsValid())
     ANPC* HitNPC = Cast<ANPC>(FireHit.Actor.Get());

Cast "converts" the AActor to your ActorType and you can call your functions on it. If the cast fails it returns a nullptr, so you have to do the nullcheck before using it.

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answered May 07 '17 at 02:42 PM

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avatar image J0K3R_12QQ May 07 '17 at 05:31 PM

Thank you, I actually thought, that cast exists only in blueprints.

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