any strategies for following changes in how blueprints function with various engines?

I’m trying to follow youtube tutorials, and quite often whatever the tutorial says to do isn’t working. I believe this is because of engine changes?

For example, I just got the warning:
‘This blueprint (self) is not a PrimitiveComponent, therefore ’ Target ’ must have a connection.’
but that’s exactly what the instructor does here: around 17 minutes in.

Learning game dev is tricky, and* especially *when tutorials don’t work because of engine changes / what’s legal in blueprints.

How do you work around these things?

Any tips?

It sounds as if you were trying to plug in an entire actor into something that accepts a component only (actors usually contain many components). Can you demonstrate with a screenshot the source of that warning? It should be then possible to poke holes in it (if there are any, that is). In the 17th minute, you can see a mesh being plugged in, which is, indeed, a component.

Hey thanks @ClavosTech, those are some good observations / suggestions. I’ll give that a try.
I appreciate the full answer with multiple sub headings.

Thanks @Everynone In the tutorial he made a small mesh (sphere colider) parented to the camera, and setting up something where when the camera collider overlapped the character capsule, it made the mesh dissapear (so when close to walls, the view didn’t clip the character mesh).

I followed his tutorial steps 2 or 3 times, but when he’s able to get the two *print string *nodes to work, I got the error, and a some warning on my node (sorry not by engine now).
Here are screenshots of his video, and what I failed to reproduce. One thing I noticed, he mentioned something about debug mode, (was using the print strings to preview text to be sure of behaviour before wiring up the action) and I see debug mode in the screenshots. Is that maybe the issue, that I didn’t have debug mode on?

What you’re showing in the screenshots is not what generates the warning / errors, the culprit nodes will have yellow warning markers or red error markers.

According to this, it seems you forgot to plug in something into a node that interacts with components; if unplugged, this node will target self, in this very case *self *defaults to the blueprint actor.

Hey Gentlemen, thanks for the response!
I’m about to step away from my computer for 48 hours, but will post images when I return.
I could *swear *I’ve followed the steps exactly, but I’ll post later.
Will be interesting to see where I have gone wrong :wink: