Hello,
Upon destruction of an actor I want to cast to blueprint(without creating object of it) → get a function from it that randomly chooses index from an array of children blueprints → feed result from that function to spawn actor from class
Example would look like this:
Shoot crate->DestroyNode->Cast to BP_ChooseLoot->Function chooses random blueprint->SpawnActorFromClass
Problem is that when I try to create that setup I get an error because I didnt feed an object to cast to BP_ChooseLoot
PS
DestroyActor node is after casting but for the visual effect I put it before in that example
You could create a macro / function library that would spawn the loot blueprints.
https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Types/MacroLibrary/
help me pleas
Please don’t post that here. There’s a forum for that elsewhere.
thanks, thats what I was looking for.