I see what you mean about the white executions on the 2nd cast not being linked, missed that.
To have it working, you need to have your input linked from or a “get all of actors” or from a variable created in your blueprint
In this specific blue print or all of my blue prints? Only variables so far are contained in my character BP. I think my only option here is to delete the 2nd cast, then place a ‘Get all of actors’ node between my set and remaining cast?
If you want to destroy your speech actor, the best way is to create in your character a variable “speech source” with speech-a as type and when you cast to the character to set your “initiated” to true then set your variable “speech source” with “self”. Then you “get” the variable and link to destroy actor.
So this is what I came up with based on your initial post. Admittedly, I have not read through the entire discussion.
What this does exactly:
The player enters a volume component of my Actor Blueprint
The “OnComponentBeginOverlap” of that component is triggered
Enable Input tells the Actor to accept controller inputs, ex. keyboard, mouse, xbox contoller etc.(Enable Input is context sensitive to the Player Controller and can be made by dragging off of the return value)
A cast from the “Other Actor” output gets a reference to the “MyCharacter” that has entered the volume
The set is optional, but I think it makes it easier to reference the same exact BP instance over and over without creating multiple cast nodes
Now the input is enabled and the Actor will read the “E” key being pressed.
‘E’ is pressed
The variable from the casted BP is set (this is context sensitive to the referenced BP)
NOTE: By creating that reference I set before, I don’t have to drag from the “As My Character C” to set the variable, which would just look ugly.
On exit overlap, it just disables the input to itself so it won’t trigger if ‘E’ is hit outside of the volume.
Thanks, that’s actually really exciting even though I couldn’t get it to work. I love the idea of just having one simple reference because otherwise I see myself using LOADS of casts. I’m just a bit confused with the SET node (again!), do I need to go into my character BP and set a variable (named ‘Character Reference’ if following your example) ? and then choose that as the ‘type’ ?
Nope, I just right-clicked the “As MyCharacter” pin on the cast node, then selected “Promote to variable”. That created the reference and let me reuse it wherever.
Can you tell me exactly what the object is that you are trying to make?
character has a speechbubble appear above their head with a tomato in it. Find the tomato. Bring it back to the character who will provide a response based on if I have the tomato or not (NPC).
Ah! I used that promote to variable trick to create a dynamic material in a tutorial. Ok, that made sense. Now I’m worried that it’s only usable in that blueprint because I can not find it in my item blueprint. I’ve tried multiple ways of deleting that cast and replacing it by finding a GET ‘MyCharacterREF’ (vua the blue nodes).