Can I call function from different blueprint without creating object of that blueprint?

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

hallo help mij pleas the game not starting

Please don’t post that here. There’s a forum for that elsewhere.

thanks, thats what I was looking for.