# How to Cast an actor from another actor

**URL:** <https://forums.unrealengine.com/t/how-to-cast-an-actor-from-another-actor/504482>\
**Category:** Blueprint\
**Tags:** unreal-engine, UE4, UE4-27, Blueprint, question\
**Created:** [March 6, 2022, 4:28pm UTC](https://forums.unrealengine.com/t/how-to-cast-an-actor-from-another-actor/504482 "2022-03-06T16:28:12Z")\
**Posts on this page:** 1\
**Showing post:** 9

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [March 6, 2022, 8:35pm UTC](https://forums.unrealengine.com/t/how-to-cast-an-actor-from-another-actor/504482/9 "2022-03-06T20:35:13Z")

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> [@Selviniah](#):
>
> I won’t use level blueprint or character blueprint for such these small details.

Technically it’s not a bad idea to _glue_ actors together using the LB and dispatchers. Have a look at his example:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/d/d/9dd56ca9d5b9a4843a92c21a86517b20af09bc44.png)

In this thread:

> [@Event dispatcher between 2 blueprints](https://forums.unrealengine.com/t/event-dispatcher-between-2-blueprints/116301/3):
>
> Currently you do not have a problem with Dispatchers. You have a problem with passing object references - your missing pin. [HR][/HR] Since you have both objects in the Level Blueprint, you can use the LB as glue between them. Consider the following: Actor A has an Event Dispatcher happy to send the data to whoever is listening: [ActorA.PNG] Actor B has a Custom Event that is waiting for that data: [ActorB.PNG] Currently those 2 objects do not know about one another’s existence. But the Le…

* * *

Sometimes you may want actors to talk without them knowing about one another. Avoiding direct hard references can be beneficial. Imagine what happens if one of the actors gets destroyed, for example - the editor will throw errors at you again.

Using the above method would avoid that.

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