Announcement

Collapse
No announcement yet.

Blueprint Communication Issues

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Blueprint Communication Issues

    I have a settings menu widget "SettingsMenu" with buttons to change graphics settings in a player controller class blueprint "SettingsController" Basically when I hit the LOW Graphics Button on the "SettingsMenu" Blueprint I need it to execute the custom event on the "SettingsController" Blueprint. I tried interface blueprints and enabled them on both blueprints but they are still not communicating. I have also tried casting to the blueprint and keep falling short. Any Help would be great Thanks!
    Click image for larger version

Name:	low graphics button controller.jpg
Views:	1
Size:	104.9 KB
ID:	1158725

    #2
    In your WG_BP , when the button is pressed you are sending the message to seft (the current WG Instance) , if "SettingsController" is your default "PlayerController Class" , change self to "GetPlayerController"
    Website [ LINK ]
    Twitter [ LINK ]
    Support ! [ LINK ]

    Comment


      #3
      It is not the default "PlayerController Class" and I also made an actor reference to the "SettingsController" and plugged it in but no good.

      Comment


        #4
        make sure the reference is not null
        Website [ LINK ]
        Twitter [ LINK ]
        Support ! [ LINK ]

        Comment


          #5
          And How would I go about this? Im still a noob sorry

          Comment


            #6
            Ok I got it working but only because I took everything and placed it in my widget blueprint.

            Comment


              #7
              Dispatching and/or triggering events remotely (Blueprint)

              Click image for larger version

Name:	SelectedActorIsB.PNG
Views:	1
Size:	246.6 KB
ID:	1083122

              One way you can do it reliably is to get the actors of type and trigger custom events inside them.

              Image above: Selected actor triggers event on the unselected one.

              Event on unselected actor:
              Click image for larger version

Name:	TestEventForForumDiscussion_01.PNG
Views:	1
Size:	42.7 KB
ID:	1083123


              Event triggering the remote event (inside selected actor):
              Click image for larger version

Name:	EventOnPawn.PNG
Views:	1
Size:	56.9 KB
ID:	1083121

              You should also be able to use "Bind Event to OnClicked" to assign the event to the button outside of the button.


              or through the use of event dispatchers:
              https://docs.unrealengine.com/latest...ing/index.html

              Good luck!
              Don

              Comment


                #8
                Thanks Don,

                I have a similar setup that I used and wasn't having much luck on but I will try this tonight. I moved all of my stuff to my widget blueprint which works great now except that the stuff was in the controller blueprint in the first place because that is where I am doing all of my graphics save setup. Just when I thought I was getting pretty good at this it throws me a curveball and I get hung up.

                Comment


                  #9
                  Still Does not work. If anyone wants to set up a quick example to test... please

                  Create a Controller Blueprint (I called "SettingsController") with a custom event to the that I called "LowGraphicsEvent" and add a "PrintScreen" for testing.
                  Create a Widget Blueprint (I called "SettingsMenu") with a button (I called "LowGraphicsButton") and create an on clicked event linked to the button.
                  When this button is clicked I want it to execute the "LowGraphicsEvent" in the "SettingsController" blueprint.

                  Widget Blueprint-
                  Click image for larger version

Name:	button clicked.PNG
Views:	1
Size:	68.7 KB
ID:	1083198

                  Controller Blueprint-
                  Click image for larger version

Name:	event executed.PNG
Views:	1
Size:	37.1 KB
ID:	1083199
                  Last edited by Overwatch04; 08-03-2015, 06:56 PM. Reason: Added Images

                  Comment


                    #10
                    Finally figured it out... Create the widget you want to communicate with and then drag the event off of that. Just create you custom event in the other blueprint and you are done!
                    Click image for larger version

Name:	widget1.PNG
Views:	1
Size:	52.6 KB
ID:	1083349
                    Click image for larger version

Name:	widget2.PNG
Views:	1
Size:	31.1 KB
ID:	1083350

                    Comment

                    Working...
                    X