I’ve created a simple Blueprint Interface as seen below…the interface itself is called “BPI_Fumble_Recovered” and it contains one function called “Recovered Fumble!!!” In a “Football” blueprint I’ve created, I call this interface as soon as the player overlaps a pickup trigger (this all fires as intended.) HOWEVER, then in my “My Character” blueprint, I then attempt to fire off a sequence using this blueprint interface but nothing ever fires? What am I doing wrong? Here is my setup…
FOOTBALL BLUEPRINT (executes fine)
MY CHARACTER BLUEPRINT (does NOT ever even fire once I’ve “picked up” the football)
Yes, in the top-most picture, the “MyCharacter” variable is assigned to the default “MyCharacter” blueprint that comes from the 3rd Person template.
HOWEVER, I think here’s where the problem may come in? When I view the details of my Football Blueprint actor that’s been placed in my level, I then have to associate an actor with this “My Character” variable I set-up within the Football blueprint. The actor I have associated with this variable is A COPY of the “My Character” blueprint I’ve placed into the level…this is NOT the “MyCharacter” blueprint that I possess at the outset of the game! What I DON’T understand is this…how can I set my SPAWNED character, the one I control at the outset of play, TO this variable if the character I am controlling does not exist as an actor in the scene until I hit play?
Here is the “MyCharacter” variable as set-up in my “BP_Football” blueprint…
Here is what this “MyCharacter” variable is pointed to in my scene (a COPY of “MyCharacter” blueprint…NOT the character I control when I hit “play!!!”)
I thinks too ErWilly is right with this excellent idea. I would say : set your character variable on event begin play and check if it solves your issues, with a “get all actors” .