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Problem communicating between blueprints

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    If I understand you correctly, you want to destroy the spawned animbp Actor after the widget button is pressed? You could make an event dispatcher in your widget, and call it(in the widget) when the button is pressed. In your level blueprint you would bind that event dispatcher to a custom event. The custom event would then destroy the spawned animbp actor.

    You might need to create a variable for the spawned animbp to hold a reference to it until you want to destroy it.

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  • started a topic Problem communicating between blueprints

    Problem communicating between blueprints

    My level blueprint spawns an Actor (animbp) after an custom event is called. The animation keeps looping before a widget pops up (widget bp) and the Player makes a choice. I am not sure how to destroy the Actor after the widget button is pressed. It seems impossible to call that event in widget bp from the level blueprint. How can I solve this?

    thank you.
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