HUD Text Input To Level Blueprint

To do it properly without the clunky Get All / Tags:

  • in the actor that creates the widget:

  • ensure you store the widget reference, here - MyWidget (if you’re unsure how to - right click the Return Value pin of the Create Widget node and Promote To Variable)

  • in the actor receiving data create a Custom Event with attribute list matching the Editable Text’s On Text Committed (I entered it manually here since it’s only 2 items):


  • In the Level Blueprint, drag both actor references to the graph and:

Now whenever Editable Text widget commits text (you can SwitchOn that enumerator, if needed), the actor will receive the call via a Custom Event.