How to add Multiple Levels and Widget?

Exactly. This is what I did when I was using “GameMode”.
I could create a variable “Next Spawn Point” and could access it anywhere.

But right now I’m doing these things in “Level Blueprint”. And I don’t know how to access Level Functions or Variables. I know how to cast “GameMode” but I don’t know how to cast “Level Blueprint”.

Then I thought lets put everything inside my “BP_FloorTile”. And then again I’m stuck at casting inside “Level Blueprint” as show in pic above…

I know the logic how to implement what I want. Just because of casting I’m having all these issues.

Even if i put everything inside “Level Blueprint”. Then When character overlap “End Trigger” to generate one more tile. Then I have to cast again to “Level Blueprint”.

UE4 Antichrist has arrived

The rest is above

DG Gage 1 min ago Newest
Here’s a very simple rundown on what casting is so you can understand the concept and start developing complex concepts with it:

When you create a blueprint, it’s like an unborn framework for any objects you create with it. You’ve created their look and behavior, but they’re still unborn.

When you place a blueprint in a level, or spawn it with another blueprint, you’re giving birth to a particular copy of that blueprint. This is called an instance. It’s alive and ready to go.

If you put BallBP into the level twice, you’ll have BallBP1 and BallBP2. They use the same structure, but are separate and individual entities. For simple actors like these, you can simply cast to them with a reference of their particular instance, with something like a levelBP reference, Get All Actors of class, Overlap results, etc.

Cast inputs are necessary because blueprints usually rely on something else to function.

Sometimes you even have a situation where you need to cast to component of a larger . An AnimBP, for example, is only created when a character is in the world that uses that AnimBP for its animations. When that character enters the world, it creates its own instance of that AnimBP to use; otherwise, all characters using it would always be doing the exact same thing.

So for casting to something like that:

Get Player Pawn > Cast to [playerBP] > Get Skeletal Mesh > Get Anim Instance > Cast to [animBP].

And then you have situations where you need to change the physics on an actor. Since physics exist per component of an actor, you have to cast to a particular component (usually the root). You would have to give it info on what component it is, and what actor instance it’s coming from. So that’d be something like:

[get actor instance] > Cast to Actor > Get Root Component > Cast to Primitive Component.

Summary…

@DG Gage You are write but this is the problem here. I don’t know how to create or use an instance. There are basic examples on Unreal website but those are very basic. Like Cats to Character, Game Mode etc. If I want to access “Level Blueprint Variable” how would I access it?

@ My profiles shows that you did comment 18 mins ago but here is no reply. o.O

If you can cast to games mode, just reverse the transfer of data. Have variables in LVL bp, cast to mode bp and grab that data.

@ There must be a way to access “Level Blueprint Functions”. If I can access Level Function then everything would be easy. Just one click away.

Why this solution is not working for me? UE 4.7.6

Okay. This solution was not working for me because I can’t select An Actor or something else to generate event inside Level Blueprint because i’m spawning everything dynamically.

But still there must be a solution to call “Level Functions” inside “BP Class”?

Hi

I do not know a way to cast to Level BP, only from Level to BP

Okay Nargile. I will try some different approach.

Can you tell me what is the ideal step to create “Main Menu”? Right Now, I’m trying a new “Empty Level” everything is black. But I know somewhere my character is falling in blank space.

Is it the only choice or can I do it in different ways?

You talking like a Widget Main Menu Level?

Yep.

Right now I created an Empty level named “Start Menu” when user Click on “New Game”, it opens a level called “Runner”.

Ok, you character will not be there to fall, unless you added Player Spawn point or Similar

Do you need help with the Widget or what exactly?

I created an endless runner with everything spawning inside “Game Mode”.

Then I created “Main Menu” level. When I click on Play, it shows me Menu button player also start running.

Then I’m trying to put everything from game mode to Level Blueprint or Floor_Tile Blueprint. But I’m stuck here.

All I want to is when I click on Play button it show my Main Menu and when I click on New Game, character start running.

By the way can you do remote login? Like TeamViewer software (5 MB in size).

I know it will take you just 2 mins to solve my problem. Everything is ready, you have to connect just few nodes.

Not sure, never used team viewer.

Friend signed me up to his project, but wanting my skills to get better before I do that.

You set team viewer up and I can have a look.

@

From here you can download s/w:

Size: 7.63 MB

After installing it will ask partner’s ID and Password:

My Id is:
Pass:

If you face any problem in connecting just msg me. When net disconnects password reset automatically.

OK, what am I doing. I can see your computer so behave

OK @ I did as you said. I manually added one FloorTile. And then casting was working. But it was showing only one tile instead of 4. When I open simulation I found that all four tiles were overlapping, at same location. Because of “Attach Transform” Function. Pic Attached.

I think I have to connect something to “Target” node. When I was using Game Mode I cast it to BP_FloorTIle. But right here, “Add Floor Tile” and “Attach Transform” is part of BP_FloorTile. So I left it blank (self).

I did right thing or I have to connect this node with something else?

P.S. Attach Point is an Arrow Component located at the end of Floor Tiles.

Here are all Blueprints. There is an attach point at the end of every tile, which is used to add new floor tile.

I want to spawn 4 tiles in the beginning of level. But all 4 tiles overlap each other, same location. Where I’m doing mistake?

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