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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?

Thanks

Product Version: UE 4.18
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asked Jul 05 '18 at 03:41 PM in Blueprint Scripting

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Danny Taylor
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but it doesnt copy the event graph

Functions and Event are inherited. You can call or override parents' functions from the child.

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answered Jul 05 '18 at 04:53 PM

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Everynone
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avatar image Danny Taylor Jul 06 '18 at 01:26 AM

are the inherited functions all exactly the same as they are in the parent and it just doesnt show every individual node hooked up?

avatar image Everynone Jul 06 '18 at 06:54 AM

Yeah! That's the whole point of inheritance, you write the code once and maintain it easily. The nodes do not show up but that's normal - there's no point in duplicating all that code. A child can use parent's stuff as is and/or extend it and add its own functionality.

Have a look at his post:

https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1488528-anyone-have-good-link-for-learning-parent-blueprints?p=1489501#post1489501

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