Any Idea why this is happening or what I should be doing differently . All help is appreciated =)
I thought maybe the event tick had something to do with it, or the fact I’m not setting any variables to consume those interfaces . Not sure yet if delegates can be used in this way ? Or how to use casting inside of the player controller Blueprint…
The “then execution wire” from EventGetEnemy is not hooked up.
edit:
all you need on the controller is plug the isValid directly into the EventGetEnemy. You are already calling the function every frame from somewhere else.
Your blueprint doesn’t have an execution pin from the “event get enemy” event handler.
If you want to CALL an event, you should not use the “implement an event” (red header) nodes, you should use the “call an event/interface” (blue header) nodes.
The value of the Enemy Object blue line is undefined in the graph above. In fact, this is a common enough mistake that I’m surprised the Blueprint compiler doesn’t just tell you it’s wrong when you try to run it.
If you want to store a particular enemy value when some particular event is called on you, then put that into a variable on the blueprint instance. Then read that variable when you need to retrieve the value. But, in general, every red-heading node (event handler) should have execution pins coming out of it; they are like functions being called ON YOU that you need to handle.