Communicating between blueprints: set a boolean

I have a bool in a Animation Blueprint that changes the animation of my character (from “without weapon” to “holding weapon”). My idea is to change that bool to True when my character overlaps a WeaponPickup blueprint.

How do I create a communication between these two blueprints? I tried using a custom event that is triggered by the WeaponPickup blueprint, but it looks like the information is not arriving at my Animation Blueprint. Please see the following images.

This is in my WeaponPickup blueprint:

And this is in my Animation Blueprint:

6433-unreal_d02.png

I also tried this method:

https://dl.dropboxusercontent.com/u/2739873/unreal_d03.png

So far, none of these works. Can anyone help me?

Thank you.

Is “Weapon Pickup” is your animation blueprint that you use as a target animation blueprint in your event call?

Also why you use event? where yo can just set boolean by directly referencing to animation blueprint (Get Anim Instance)

Sorry, I think I didn’t understand. “Weapon Pickup” variable type is set to my Anim Blueprint.

Then how do initiated that animation blueprint?

There are a few ways you can pass the variable.

Use Cast Node to call whatever blueprint has the variable and then pull it out.

Use an Interface. The left image is in my WorldData BP Interface Function, and the right it is being Messaged in my GameMode BP:

Thanks for answering. How do you use the Cast Node? Everytime I try to find it, only Cast To Player Controller shows up. I need to find my Animation BP class.

I found it! Thank you very much for your answer, it was eye opening for me.

No problem!

Hi. Any chance of sharing your information on how you found it?