Blueprint comm fails

Hi everyone,

I know, already talked a lot about this subject, but after reading the documentation , see various tutorials and dig through these sites, I am not able to do something as simple as communicating with these events seen in the picture.

The logic may be complicated (I’m sure there is a simpler way) but the essence is so simply:

a blueprints “creacomida” create a random actors (pickups called “comida”)
when pass through the pickup “comida”, play a sound and destroy the actor.

i want to establish that there is always 5 “comida” in the level (as you see the counter)
im thinking the problem is so sily, but i can understand why dont work.

i follow several tutorials and i cant solve it.

note: the quitgame is only for test.

Thanks in advance, hope u can help me.

Hi Omnicypher,

Thanks for the reply. I will try it as you say.
But do you think the bad secuence can be the problem for the blueprints communication?

maybe you should call destroyActor after calling the comido fucntion, and maybe you need to connect the OtherActor pin from the OverlapEvent to the ProyectarACreaComida Object input.

my Spanish is rusty, does “Proyectar” mean “cast?” like changing one type of object into another similar object type?

after you spawn a Comida, you could pass it a reference to the CreaComida object (self or meta), so then you can use that reference to call its member functions.

when a playerController possesses a pawn, it gives the pawn a reference to the playerController, and gives the playerController a reference to the pawn, so they can communicate freely. this is common way to initialize tightly coupled classes that need a lot of communication.