Hey guys,
There’s something I don’t seem to understand regarding blueprint communication.
How do you communicate between two blueprint without having an instance in the level blueprint?
The only examples shows in the unreal documentation are of instances, and by getting functinons such as “Get character”, “get player controller”, “get gamemode” and so on.
But what about something like an actor blueprint or a pawn blueprint that you would like to reference outside of hit or overlap events (In which case you can just drag the hit output, break it and get the ). For example, I press R, and I want to call a function inside an actor or pawn class when I do so.