Hello,
I’m trying to solve an issue with a basic sliding door Blueprint.
Short version: Can a Blueprint Actor access a variable (in this case a boolean) that is defined/stored within the Level Blueprint?
Long Version:
I’m working on a game that involves reactivating the systems of a damaged spaceship. Because this project has been a work-in-progress since I started learning Unreal, there’s some aspects which are highly inefficient, and some are downright ugly. It’s basically an enormous collection of experiments to see what I could make.
I set up my level blueprint with a Boolean, MainPowerOn, which is set to false by default. In my current setup,any sliding doors (there’s 6 of them so far) are individual matinees which play forward or reverse in response to BeginOverlap and EndOverlap events. Both events branch from MainPowerOn, thus it must be True in order for the doors to move, and you achieve that through a quick puzzle which ends up setting it to True. Pretty simple.
In an effort to find a better way of doing things, and to force myself to think about Blueprint classes more, I followed the Blueprint Animated Door Tutorial found here and have it working as described. It seems like a much more efficient way of doing things, especially where I have far more instances of sliding doors than I had imagined when I started this.
I’m trying to incorporate a branch for MainPowerOn into the Sliding Door blueprint as I did in the level blueprint. I have made MainPowerOn public, but I feel like I am missing some fundamental concept about Blueprints and the flow of information here. Epic’s guide on blueprint communication seems to be for the opposite of what I’m attempting. Most of the “systems” of the ship hinge on the status of MainPowerOn, and various events in the Level Blueprint flip it from true to false and back multiple times. Beyond that, other booleans will need to be checked for other ship’s systems which rely on each other.
Anyone have an idea?