The above script isn't working yet as I'm having problems passing the projectiles Blueprint location despite the fact it can be found via "GetBlueprint".
My issue is this...
- Code: Select all
local projBp = other:GetBlueprint().BlueprintId
local proj = self:CreateChildProjectile(projBp)
Using...
- Code: Select all
WARN(repr(other:GetBlueprint().BlueprintId))
or
- Code: Select all
WARN(repr(other:GetBlueprint().Source))
It clearly shows the BP location as : /projectiles/adfdisruptor01/adfdisruptor01_proj.bp
However I'm at a loss as to why this Blueprint data cant be passed as is to create a child projectile.
I know its syntax related but I'm not sure what or why.
Anyone know how this Blueprint can be passed?
Oh in-case anyone hasn't figured it out....
I'm "reflecting" a projectile that hits a shield.
Normally this doesn't work very well with small shields due to the speed of the projectile and the short amount of time it has to register a collision. Hence I'm attempting to come up with a way to destroy the incoming projectile after spawning a clone that's got it's vectors reversed. I believe this should work, that is assuming the Blueprint can be passed from one projectile to another.
Cheers!
Resin