Proper way to implement weapons
I have a half baked weapon setup but i need to know what the ideal way of having different weapons is.
Currently i just have a c++ base class that has a few variable in for ammo and the name of the weapon etc.
the only problem is i have a very messy time getting things working and i have to copy and paste nodes all over the place.
I thought it would be better if i make a basic weapon blueprint off that and then made the rest a child blueprint of that but it doesnt copy the event graph over so im asking: what is the preferred way to do this?
asked Jul 05 '18 at 03:41 PM in Blueprint Scripting
Functions and Event are inherited. You can call or override parents' functions from the child.
answered Jul 05 '18 at 04:53 PM
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