I have a blueprint made in 4.8.3. A blueprint door, with a trigger box collision. When the player begins overlap, activates the trigger , and enable input for the player to input 4-digit code (and shows the “Enter Password”) text render
The “input” is called from first person character blueprint, where i have a simple custom event called “PassDownKeyNumber”. The custom event set the numbers from 0 to 9. Just it.
So far,so good. The problem is: In UE 4.8.3 this works very well. But, in new UE 4.9.0, stopped to work.
I made quick tests , and i realized the “Cast to” fail to cast to the first person character. I already try to migrate another first person character (called “my character” ) with the same custom event. But fail too.
I made 3 videos to demonstrate:
[4.8.3 works fine][1]
[4.9.0 after migrate blueprint][2]
[character blueprint][3]
I already have double checked if in world settings i have “default pawn” set up to MyCharacter or FirstPersonCharacter and tested with both.
Yes, i´m sending now the project to the dropbox. But the project is private (from my company). I´m send a PM to you with the link on dropbox.Its fine? How we do this ?
Okay, so I’m not exactly sure what happened during conversion but I believe I know how to fix it. In the KeyPad blueprint, right-click and look up CastToFirstPersonCharacter. You will see 2 versions of the FirstPersonCharacter. Choosing the first one listed and replacing the CastTo nodes in the blueprint seems to fix the issue.