I’m trying to send a String from an Actor BP to a Animation BP. I tried to define the string in the Actor BP and then have the Animation BP print the string but I’m not seeing any output in-game.
first , you should implement the interface in your animbp .
second , call that interface function you made and dont link self to the target pin , u should link a reference to the animbp cuz that’s where the interface is implemented .
in order to get a character anim bp reference , take the mesh and from it - get anim instance . thats your anim bp reference .
I presume you are talking about the “self” reference in the first picture. If I remove the “self” reference and cast it directly to the ABP, then as I understand it, this would defeat the point of using a Blueprint Interface and it should be avoided.
And just to make sure doubly sure that the AnimBP was active in-game, I made it print a string on startup. Unfortunately, despite that the AnimBP is definitely active, still no sign that my Pass String is doing anything.
…Just in case I didn’t reference the class of an AnimBP properly, I tried again with a separate reference to an actual Actor BP as a recipient with the same code as the AnimBP and absolutely no sign of life either.
I see the BP you’re testing in there doesn’t have a skeletal mesh, so it won’t have an animBP.
When you would normally drag off the skel mesh and use ‘get anim BP’, you can talk to it with an interface, if you want.
That way, you just talking to a generic anim BP, not your particular one ( as far as the BP is concerned ). In fact you ARE talking to your anim BP, but the character BP never knows about it.