In animBP, I want to use a variable from character BP.
i.e.) When I click the screen, a variable is set. If the variable is 1, an animation will be started.
The way to go about this is to just use a single cast to your CharacterBP in your animationBP.
Here I just wanted to show all the variables I have in my FirstPersonCharacterBP that I can call later in the animationBP.
Use a simple cast to access all of the variables you created, in your case either a float or int variable to check when it is equal to 1. The object of this cast here is âTrytogetpawnOwnerâ which is usually your playercharacter.
I donât know if you are familiar with state machines but you can set the whatever condition you want in order for you character to transition into the animation you want. In my case here my when I hold down a button, it sets the âFiring?â boolean variable to true which allow my character to enter the shooting animation.
Hope I answered what you are looking for. Hope this helps.
Just make sure to make them public before you could use them in over blueprints. Also make sure that you have the correct instance of the blueprint for you to get references or attributes from that blueprint.
First, really thank you. Iâm a noob, but I can slighly understand a cast node thanks to your help.
btw, I tried disconnect original white link and connect to âcast to firstpersoncharacterâ just to test.
Print is shown, but the animation is not started.
Whatâ wrong?..
following image is character BP, widget BP(HUD), anim BP
Thanks to your answer.
I made the variable public, and I followed every steps.
But animation is not working.
Iâm sorry itâs a little difficult to understand what you are describing here, but I assume you are referring to the white exec pin. Canât you just continue the chain? Anyways here is the same animationbp zoomed out so you can see what I connected to what.
From what I understand, TryToGetPawnOwner is used for animation blueprints. In your hud you can just PLayerCharacter as the object in your casting for your character.
Great question! The process is actually pretty simpleâŚ
1. The first thing you will need to do is set the variables to public so that they can be accessed by other blueprints. You can do this by clicking the âeyeâ at the right end of a variable.
Player Blueprint
2. Next, you will need to create a reference to your character inside of the Event Graph (Get Player Character â Cast to âyour character hereâ â promote to variable â âPlayerâ.
3. You now have access to all of the playerâs public variables via the âPlayerâ variable.
Animation Blueprint
Let me know if anything still needs clarifying and Iâll be happy to help.
You need to create a variable inside of the AnimBP and then use your player reference to set that variable. You can then use the var owned by the AnimBP to control state transitions.
In widget BP (HUD) case,
when a button is onclicked, a variable is set.
In anim BP, getplayercharacter is not matched, printing warning.
Oh, I succeeded.
I just omit a link⌠sorry. hahaha.
anyway, thanks your answer again.
Awesome! If itâs not too much trouble then marking this as the answer would really help me out. Thanks and good luck with your project!
I did
If you answered my last question, I would be really happy.
As far as I know, I should " get user widget " to object, but I canât find the node even by searching.