Engine Features Preview 1/7/2015

[=Daemon Vanderpool;204425]
Well hopefully it’s fixed soon. I tried a few things and I think there’s a few alternatives to work with I haven’t tried yet, but I’ll try that out and work in a separate blueprint in the blueprint’s graph of the UMG asset. I’m just now sort of learning how event dispatchers work from the Blueprint Advanced content example, I’ve also heard that maybe a blueprint interface may work, although those too I’m trying to get more use to using. First thing I was doing was working with the graph in the widget to call to another blueprint (trying to play an animation from UMG on a 3D button) then I saw the “Issues” list for 4.6 regarding event dispatching, but what I want everything to do eventually is be able to control animations and movement on various instances of a blueprint, probably from an array of these but only on certain individual ones, from UMG.

Edit: Just read that supposedly Event Dispatchers were working in 4.6.1, although that’s what I was using. Don’t know if that covers working directly from the UMG’s graph, it would be nice if it did though.

Edit again: Well I got it to work with a blueprint interface, I think the issue I was having was I had to enable mouse click events in the defaults of the player controller. The event dispatchers might be alright, so nevermind.
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Thanks, After reading what you experienced I attempted to fix my blueprints but still cant get blueprints to communicate.