2 Blueprint Communication and their Defaults

Teleporter BP (dont forget to Enable/Disable inputs properly or your Teleporters will fight over the F Key, Overlaps not included here) https://i.imgur.com/qsbOIoy.png

Character E Input https://i.imgur.com/XqaZ9Qd.png

Character R Input https://i.imgur.com/qR6Ob79.png (same just in reverse)

Thats the core functionality, I did not test it but it should work out of the Box. Add whatever you need on top of it.

Thank you for this! Going through it now…

What object are you referencing in the Teleporter BP for “Other Teleport Target”?

Its a Teleporter BP refference. You only need one Teleporter BP btw. in case thats what is Confusing you. A goes to B and B goes to A simple as that. If you create a new Teleporter A it will be the new Target for your still existing Teleporter B.

Derp. Didn’t select “Expose on Spawn”

BRB, finishing this up :slight_smile:

Brilliant! This worked! Thank you!!!

How do I give internet hugs to you and Shadow?! Been at this all day…

<3

No Hugs required :stuck_out_tongue_winking_eye: but if you got time I encurage you to watch this Blueprint Communications | Live Training | Unreal Engine - YouTube its a nice introduction for Communication between BPs and worth every second =)

Will do, thank you!

If you have more time to explain some things, would you mind?

How come ThirdPersonCharacter can interact with Other Teleport Target? Is it because it’s spawned by the ThirdPersonCharacter?

Also, I am un-schooled with IsValid? should I be using that in situations where BPs talk to BPs?

If you create any Object variable (blue color) they are empty “none” by default until you Set them to something. In your case we Spawn a Teleporter and tell the Variable with a “Set” Node to assign it to Point to the Teleporter we just created. That makes the Variable “Valid” however if the thing we point to is Destroyed for example the Variable becomes Invalid again. It can refference any Teleporter you ever create but its your Job to tell it which specific one to refference.

Your Character in that Setup only tells your Teleporter what the “Other Teleport Target” is via the Set node at the end. The actual Interaction happens on your teleport BP where it also checks for a Valid Target before trying to teleport.

Since your “Other Teleporter Target” is editable you can also Place two of them in your Level and set them via Details Panel and they work as expected too =) They wont get Destroyed or reassigned since your Character only cares about the ones he Spawned not the ones you placed by Hand.

That makes a lot of sense, thanks for putting it that way (Object variables are “none” by default). That translates well to my Unity C# experiences.

Thanks again! I may have more posts soon, if you’re bored and need a challenge! :slight_smile: