How do I get my values from a slider on a widget bp to a animation bp?

So:

  • the widget created in the level blueprint?
  • and the actor with the animation is also is manually placed in the scene?

Am I close?

Im not gonna lie i been trying to work with chat gpt and its obsessed with getting through the character bp. I just now found out how to do refrence variables so i dont have to do that… pretty much i have no clue what im doing

correct

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pretty much i want my x y and z sliders to transfer to my animation bp because its a character customize level. An I want them to use transform (morph) bones to adjust there limbs

  • in the widget with the sliders:

  • in the animation BP, create a Custom Event, add vector parameter:

  • create a reference to the actor in front of the camera in the Level Blueprint (using the 3rd person template as an example here, so it’s the 3rd person BP - but it can be any actor, with any skeletal mesh and any animation BP):

  • still in the Level Blueprint, bind them:

You will need to cast to the specific animation this actor is using.


This results in: moving any of the Sliders calls the Custom Event in the animation BP. Updated some images for extra clarity. If you get stuck on any of the steps, do tell!

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still x y z are 0 sadly

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You did not connect the white execution wires.

@akhound did you get it to work?

yeah notice the y and z wasn’t so plugged them in but still nothing it shouldn’t be 0 anyway because the sliders should start as one so x would have been 1 but yet wasn’t but yes its all plugged in now and I’m still getting 0. Sorry I didn’t reply sooner the forums wouldn’t let me till 13 hours past

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They should not start as 1. The sliders do not report anything unless you start moving them. You’d need to initiate the value. What I posted works, it’s classic comma. Can you confirm:

• all exec wires are hooked up as in the example
• the cast does not fail
• you tested it in a new, clean project

on a clean new one it works so there’s something in my other preventing it. My actor has 2 mesh skeletons could that cause issues? I need them for pick gender thing I made. Also sorry told me to wait 7 hours is there anything better than these forums? Getting reaaally annoying for me on how many times I’m forced to wait for hours and hours…

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on a clean new one it works

Awesome, thanks for trying!

Does the cast succeed in your original project?

Could be, you’re casting to the 1st one and expect the 2nd one to work. :person_shrugging:


Complain here, please do:

https://forums.unrealengine.com/tags/c/general/feedback-requests/50/unreal-engine

I mean it, I’ve complained on behalf of new users a handful of times. It’s not a great first time experience when you really need detailed help.

It’s getting late so ill try tomorrow and thanks btw. Also am I putting a print string to the cast fail to see if it triggers the said print string?

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i plugged a print string to the cast fail and doesnt say nothing

Does it print when cast succeeds? You must start debugging it, see where data flows and where it does not.

ok cast is saying hello I just didn’t see it my bad… so the cast is working. I also deleted my whole stamina and gender select but that didn’t seem to change it and I’m kind of out of ideas… Also cast fail doesn’t trigger hello, I made double sure. Also the level does have a gamemode bp not much on it but didn’t know if it could affect it or not

Could you show the details panel of that skeletal mesh?

I do get a error wall but I assumed it was only because it only triggers in a different level. I know i should have mentioned this but I really though it wasn’t the problem but I don’t know what else it could be.

the error wall

Blueprint Runtime Error: “Accessed None trying to read property CharacterMale”. Node: Set Speed Graph: EventGraph Function: Execute Ubergraph Male Animation BP Blueprint: MaleAnimationBP
Blueprint Runtime Error: “Accessed None trying to read property CharacterMale”. Node: Set Direction Graph: EventGraph Function: Execute Ubergraph Male Animation BP Blueprint: MaleAnimationBP
Blueprint Runtime Error: “Accessed None trying to read property CharacterMale”. Node: Set Direction Graph: EventGraph Function: Execute Ubergraph Male Animation BP Blueprint: MaleAnimationBP
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_TryGetPawnOwner_ReturnValue”. Node: Set IsFalling? Graph: EventGraph Function: Execute Ubergraph Male Animation BP Blueprint: MaleAnimationBP
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_GetMovementComponent_ReturnValue”. Node: Set IsFalling? Graph: EventGraph Function: Execute Ubergraph Male Animation BP Blueprint: MaleAnimationBP
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_TryGetPawnOwner_ReturnValue”. Node: Set IsCrouching? Graph: EventGraph Function: Execute Ubergraph Male Animation BP Blueprint: MaleAnimationBP
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_GetMovementComponent_ReturnValue”. Node: Set IsCrouching? Graph: EventGraph Function: Execute Ubergraph Male Animation BP Blueprint: MaleAnimationBP
Blueprint Runtime Error: “Accessed None trying to read property CharacterMale”. Node: Set Speed Graph: EventGraph Function: Execute Ubergraph Male Animation BP Blueprint: MaleAnimationBP
Blueprint Runtime Error: “Accessed None trying to read property CharacterMale”. Node: Set Direction Graph: EventGraph Function: Execute Ubergraph Male Animation BP Blueprint: MaleAnimationBP
Blueprint Runtime Error: “Accessed None trying to read property CharacterMale”. Node: Set Direction Graph: EventGraph Function: Execute Ubergraph Male Animation BP Blueprint: MaleAnimationBP
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_TryGetPawnOwner_ReturnValue”. Node: Set IsFalling? Graph: EventGraph Function: Execute Ubergraph Male Animation BP Blueprint: MaleAnimationBP
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_GetMovementComponent_ReturnValue”. Node: Set IsFalling? Graph: EventGraph Function: Execute Ubergraph Male Animation BP Blueprint: MaleAnimationBP
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_TryGetPawnOwner_ReturnValue”. Node: Set IsCrouching? Graph: EventGraph Function: Execute Ubergraph Male Animation BP Blueprint: MaleAnimationBP
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_GetMovementComponent_ReturnValue”. Node: Set IsCrouching? Graph: EventGraph Function: Execute Ubergraph Male Animation BP Blueprint: MaleAnimationBP
Blueprint Runtime Error: “Accessed None trying to read property MyWidgetCC”. Node: Set CharacterReferenceCC Graph: EventGraph Function: Execute Ubergraph Character Customize Level Blueprint: CharacterCustomizeLevel
Blueprint Runtime Error: “Accessed None attempting to assign variable on an object”. Node: Set CharacterReferenceCC Graph: EventGraph Function: Execute Ubergraph Character Customize Level Blueprint: CharacterCustomizeLevel
Blueprint Runtime Error: “Accessed None trying to read property MyWidgetCC”. Node: Add to Viewport Graph: EventGraph Function: Execute Ubergraph Character Customize Level Blueprint: CharacterCustomizeLevel

It very clearly has everything to do with it…