I’m struggling to understand how to get different blueprint scripts to communicate. I want to execute a custom event in my level’s main blueprint, and I want to execute it with my game menu.
So for instance right now I have two things that don’t communicate to my Level_Blueprint.
My Save game is in the Level_Blueprint, but the Save button is in my MAIN_MENU blueprint. How do i execute the Save_My_Game I made in my Level_Blueprint from here?
I also have a Start New Game. It’s really along the same lines, except that I want to execute a custom event that will set the isNewGame value back to true, and restart my game at the beginning.
I have done lots of programming in the past where i pass information between scripts, i’m confused about how this is supposed to work in UE4 with blueprints, and the documentation has not enlightened me, neither have the Blueprint_Communication samples in regards to passing this kind of information.