Hello, I have a little problem, because, I want take a boolean on a blueprint that is part of a HUD, for using it on the level blueprints… The best thing would be to have a bridge between the two blueprints.
Please, help me !
Hello, I have a little problem, because, I want take a boolean on a blueprint that is part of a HUD, for using it on the level blueprints… The best thing would be to have a bridge between the two blueprints.
Please, help me !
Hey there Bily, you can find documentation for Blueprint Communication here and here. Because you’re looking to talk with level blueprint, which, I don’t think you can get a reference to, you’re probably best off using delegated events, “Event Dispatchers”.
Thanks, I’ll try it !
Could you give me an example and send it to me, because I have trouble understanding please ?
I unfortunately can’t build an example for you at the moment, but I am sure you can find them easily enough online. Mathew Wadstein has a number of pretty concise tutorials up on youtube that could help explain to you what and how to dispatch events.
I’ll search issue, thank’s
You can use a Cast to (classname) node for a lot of your blueprint scripting. If your game is single player, then you can use your Gamemode to store all of your global variables, and use a Cast to (gamemode name) node, with a GetGameMode function coming out of the rear of the node. It is recommended that you use Gamestate to store your global variables instead of Gamemode, as this is more dynamic and will work with multiplayer examples. However, I don’t have enough practice with Gamestate to give any instruction. You can also look at using a blueprint interface to pass values between blueprints.
Same, you can give me an example please, because I do not understand everything …
I tried everything I could, but nothing to do, I would need a custom tutorial … I have a HUD with variables on it, and I want to use them on the blueprint level … Please give me some Screenshots …