How do i use a boolean from one blueprint on another blueprint to use a branch?

Hi, i’m trying to make something so that you’ve to collect the valve/ top bit of a tap and then go near the tap use it. but i can’t seem to use a boolean from the valve blueprint which is set to true when you collect it to be used on the tap blueprint so that when you go near it and press E it should check to see if the valve is collected. could someone help explain what im doing wrong here or why its not working? Thanks in advance!

Do you ever set the owner? If you do, you might want to create a variable instead, and store the valve-reference there, then get rid of the cast node. I would also recommend using a custom event that you fire manually, and handle the input itself in the player controller.

EDIT: (You got the right idea though, you can access variables like this in general)

It looks a little bit odd to me, but maybe you’ve just did not all the screenshots. in screenshot2 you destroy the actor itself after setting a variable in it - and nothing more…in screenshot1 what do you expect getOwner to retreive? This node retreives if you spawn an actor and set the owner of if you call manually setOwner on an actor. I guess you have not done anything of this.
you fire 2 actions from pressing one input (E) - I would not recommend that. Put all your input handling in the playerController or the Pawn. Then call the actions (Events, Functions) on the objects you want to.

Also your tapvalve should have a collision box and in the overlap event from your pawn you should check if it overlaps something castable to tapvalve, if so destroy the valve and save a bool in your playerController or Pawn that you have it collected. When you go to your tap and overlapWith it, and your playerController receives (E) input, check if the bool is set, and spawn the tap again (or don’t destroy it above, just hide id and save it as a reference in your playercontroller, then make it visible again here) and attach it to the tap or do whatever you like with it.

Hey, I have seen a number of people use “GetOwner” recently, is there a tutorial teaching this? If so, can you give me a link?

@anonymous_user_51e80f1d Clover I don’t have any tut, but think of getOwner just as a hull which is outside of the object you’re working in, so you can go up in the hierarchy. The most obvious example is a actorComponent, getOwner will give you the Actor where the component is attached. You can use it for other cases, like when you spawn a projectile you can set your pawn or the weapon which shot the projectile as the owner. so within your bullet you could get attributes from the owner like hitDamage. In this example you could go projectile->getOwner()=>wepon->getOwner()=>pawn and so on.

I was asking, to maybe tell the creator of the tutorial (if it was the cause of confusion), to clarify the use of GetOwner, since it seems some people are just using it without context, cluttering the AnswerHub.
But it seems this has been a coincidence.