Hey Bigpapaleo,
By rule of thumb, there will be certain things that you need before you can access other things. When using blueprints, try to keep in mind the scope of each thing. Is what I’m trying to access inside another blueprint? Is it inside a function? Is it inside a UMG? Depending on where these things are, you have to go access them first.
For instance, before you can access your first person character’s variable health, you need a reference to the first person character. So in this case, you’d want to get a reference to actor, cast that actor to first person character, then obtain the health variable.
Another thing to keep in mind is that you need certain values before moving on.
For instance, you want to know how much damage your character takes after being shot. You can’t just lower the character’s health at the start. You need to know what kind of bullet hit you, what kind of armor you’re wearing, so on. Once you have these values, you can move on to decreasing your character’s health.
Lastly, a big thing in blueprints is flow control. Branches, gates, loops, ect. These are purely logic based, and you get to decide what happens. Use these to implement things like in the examples shown above.