Help Wanted for Random event fire event from another Blueprint

Not sure if this is the right place to request help with a problem im having but here goes!

I making a game where, I have a random trigger event, which fires 5 options.
I want to, say, if option (1) is selected to look to another blueprint and fire a function in that event. But it all depends on the actor I’m using to collide with the random trigger.

**For instance. **
My actor, which is a vehicle, goes through a trigger, which fires a random integer. 1-5
1 is fired then vehicle is then propelled forward via the function in another blueprint.

My problem is i cant get the trigger to select the blueprint and cast it to the vehicle to propel it forward.

Heres some images of work done so far.

Heres my Fast Forward Blueprint:

Here is the Function in the Fast Forward Blueprint

And here is the random event

I have tried casting to the my vehicle then when random is executed, cast to FastForward BP then call Function within, which didnt work
Tried calling actors of Fast Forward Blueprint didnt work
Even tried from this forum : Trying to call event from another blueprint - Blueprint - Unreal Engine Forums
To get all actors of Fast Forward class then firing, nothing works.
Im desperate now, if I cant get this to work I wont be able to add it to the game :frowning:
Any Help is very much appreciated.

Use a blueprint interface

Thanks for the reply @OptimisticMonkey , i tried it but it still doesnt work, cant figure out what I am doing wrong.
I think my logic is not working, as even without BP Interface it should work, it just be spaghetti :slight_smile:

Could you maybe explain how its supposed to work based on what i have already?

What I did so far:
I have created a BP_Interface,
I have not added any pins to the BP Interface.
I have gone to my Fast Forward Blueprint and called my interface, called “message interface” at the end of the function
I have gone to my randomization BP and called the “does implement interface”, if true then call Fast Forward Blueprint.
It only fires False
:frowning:

I was just having the an issue with BP communications and i was able to figure it out by watching this video…

its long but trust me, Zak is a genius and I was able to not only fix my BPs but now have a stronger concept of how they work.

Thanks @jimd667, I did see that vid, skimmed through like 20mins , was like ****, this is too long, but guess now I have to now!

ya, maybe your not implementing the interface in your class settings or some other small detail. Don’t be lazy, watch the whole video, step back away from the PC and think about it for a moment and if you are still stuck we are here to help :slight_smile:

At a high level, the BP interface itself just defines the function names and parameters.

Then you implement that interface in any class you want.

Finally, this enables you to call that defined function given any object.
If that object supports that interface, the function is called.
Otherwise, it does nothing.

So the main benefit is it lets you design without needing a specific type.

In your case, you can avoid any casting and just call the function on the Actor from Overlap.

One more thing - make sure that your collision channels are correct and the overlap event is indeed firing when you think it should.
To test, put a print string right after the overlap event.