Help For Event Dispatcher Issue

Hey @besT_Melik!

Seems like you tried to make a combination of both of the suggestions provided in this topic of yours, plus the one from the distinguished gentleman above.

I wanna start by explaining my suggestion. I didn’t use event dispatchers or interfaces to achieve your objective in order to keep things nice and simple. I just used custom events which I access by casting. It could be improved, however the approach you’re trying to go for above kinda defeats the purpose of optimization, due to unnecessary casting, receiving inputs from your “trigger” actor, and obsolete use of event dispatchers.

Now the other distinguished gentleman in your other topic I linked at the beginning suggested the use of interfaces, and did an amazing job explaining it :star_struck: The only missing part was that you do need to cast to the blueprint that you wanna connect “wirelessly” at some point.

So, if you want a better approach than my initial suggestion, you can implement this setup:

The character blueprint:

The area blueprint:

And the item blueprint:

Hope this helps! :innocent:

1 Like