Communication between Actor Blueprint and Widget Blueprint

Hi all!

I am working on my exploration system in my project, which consists of “unveiling” the name of a room once a crucial item has been identified in it. The name of the room is then displayed on screen whenver the player enters it.

To push the feature further, I was hoping to update not only my world upon discovery, but also my players’ journal (a widget), by adding information on the room in a new page whenever the room is considered to be discovered.

I was trying to do that via an event dispatcher, but for some reason it seems like I cannot communicate from an actor BP to a Widget interface. Could you help me fix that?

Here’s how I had approached it:

ACTOR BLUEPRINT:

Dispatcher called once the Room discovery popup vanishes

And then I had this in my Widget:

Hey @White24Room!

To start off with, you’ll want to change your “Remove From Parent” line there on your actor- “Remove From Parent” in the widget world might as well be “Destroy”.

Also, when you are running this on begin play, I see that you’re not checking to make sure something was found- try an “isEmpty” array node to make sure, then you can use something like a “Printstring” node to print yes/no, and you can put it before the SET node.

A great deal of this is unfortunately way too contextual… we’re going to need to see a lot more code to be able to help with this, here. I don’t even see a dispatcher, like you mentioned. Also, this part of the documentation might help- make sure to bookmark it, it’s almost always useful. :slight_smile:

Hey @White24Room did you get it figured out? Let us know how it’s going and where you’re at with this, or what you did that got it solved! :slight_smile: