Is there any way i can get the condition of an already existent Boolean from another blueprint within the same level to actually get true or false to check up against a branch?
The method i’m using is not working, and the compile error is as follows:
Error This blueprint (self) is not a Blue_Button_C, therefore ’ Target ’ must have a connection.
Error Variable node Get BlueButtonHit uses an invalid target. It may depend on a node that is not connected to the execution chain, and got purged.
Yes there is. Would you mind showing us the BP you are using, so we can see what you are doing wrong? (: The error is good, but it alone is not enough to help you.
If you want the Bool Value of another Actor (Blueprint) in your Level, you need a reference to it (the BP). Either you have the BP already Spawned in your World before starting. Then you can mark it and “Rightclick → Add Reference To Bla” in the LevelBlueprint (this works only here).
Or you need to add the BP Actor a Collision of some type and either create an Overlap Event or make a Line Trace to get the OtherActor/HitActor.
You can also google “Blueprint Interfaces”. These can also help you there.
These are the common methods (:
Your Error (only from the error message) tells me, that you just tried to use the bool in another BP without using a Reference of the BP Class for the TargetSlot of the Bool.
Without the Reference, you have no actor of that you would get the Bool Value.
Right now you are getting the bool value from nothing, which is replaced with “self” which is the BP in which you have the Bool. I guess this BP is a complete different one.
Thanks for the reply eXi.
This is my two blueprints that at the moment is connected to each other and nowhere else. As you can see i try to edit the boolean in the first blueprint and then check the state of the blueprint in my other blueprint, and there is no connection between the two blueprints.
What i’m trying to do with my two blueprints here is that as you touch the button in the level then another actor will show itself for X amount of seconds and then disappear again. Do you have a solution for my little problem?
Like i said, you need a Reference of one of your Blue_Button Actors for the Variable in the BlueKey Blueprint. Otherwise you have nothing that you can check the bool of. Currently it tries to use the variable with target “Self” which means the BlueKey. But BlueKey has no variable “Blue Button Hit” and is also not of type “Blue_Button”.
You need to create a variable of type “Blue_Button” in the BlueKey. Be careful, these variable are called “pointer” or “reference”. They are empty by default, so if you try to use them without filling a real spawned actor into them, you get an “Accessed None” Error. You can fill it with the methods i already told you above.
If both Blueprints are Spawned before you play the game, you can also fill the Variable by selecting the BlueKey BP in the Scene and going to the options of that actor on the right .There you should find the variable and you should be able to select the Blue_Button.
Thank you! It’s working for me now.
I really appreciate the help, and i can get some progress done with my little project now ![]()