Cast to first person character fail after change from 4.8.3 to 4.9.0

Hello guys!

The problem:

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.

So…its a new bug?

Any ideas? Someone know about this issue?

Hi buscas31,

I haven’t seen any reports of this anywhere else and I haven’t been able to reproduce this in-house.

Could you create a small test project and post it here for us to test?

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 ?

Ok, just send now. Thanks alot.

Yeah, just send me a PM over the forums.

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.


Let me know if that works for you.

Tks alot, this worked very well :smiley: