So I have a scoring system set up where over time the score climbs It works good but It doesn’t stop when the player is killed. I thought using a branch with the condition “Is dead” and false being true making it climb would work but when I call the Is dead from the blueprint where my character is killed, the target won’t accept me referencing the blueprint where the player is killed.
I’m not sure what I’m doing wrong or what I need to do to fix it but I can’t think of anything else. I need help.
I might suggest that you change your approach somewhat. Move the IsDead property over to the Player_Score class and send it a notification when the player dies.
Don’t know if you saw my last message, but ignore it, when I copied your section of the code to the right blueprint it didn’t bring the event at the end and when I plugged it back in I only plugged in the reference to the other blueprint and not the get. Thanks a lot for your help man, it’s working now. I’d accept your answer as correct but it’s not an answer.
Seriously, though thank you so much I’ve had so much trouble with that these past few days you’re a life saver!!