I cannot set up blueprint communication

Hi, I’ve been trying to set up communication between blueprints, but have been unsuccessful. Specifically, I am unable to reference a target blueprint. Even if I try to recreate an example from the example content, mine won’t work.

For example I’ll try to recreate example 1.1 in the Blueprint Communication example content. These are the steps I’ve taken:

  1. Create a new variable / select type as object and select the desired blueprint.
  2. Make the variable visible.

I’ve created a copy of the Target Light variable that is used to toggle a light. My variable is the same, but if I try to hook it up instead of the existing one it won’t work.

Here are the variable properties, they look the same except the one I created says “Editing this value is not allowed” and includes a flag: CPF_DisableEditOnTemplate

Also if I try to get or set a variable from that blueprint I always get this message: “Failed to find variable property”

Am I doing something wrong or is this a bug? I’ve followed this documentation and various tutorial videos but it just won’t work for me…
https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/BlueprintComms/index.html

Please help! Thank you!

Read the example here: googledoc http://goo.gl/jEHT0u
It shows how to Cast to the relevant class.

This is gonna sound crazy but I followed his Blueprint Communication tutorial step by step, and in the end it didn’t work. Hmm.

Show your graphs then we’ll see.
[Cool Shodan pic BTW]

Thanks :slight_smile: Huge SS2 fan!

I followed this tutorial in the Blueprint Office Example. Perhaps I should have started a blank project? Here are my graphs:

Ok look like i was wrong :stuck_out_tongue: gonna delete my anser

No, i was thinking you forgot to populate the variables but you seem to be aware of instances… or else those tutorials teached you :stuck_out_tongue:

I was gonna try your suggestions after I following up on this tutorial :slight_smile:

Well - you are destroying your actor twice in the graphs – the first time is on the Hit event and the second time is in the function, though you don’t actually run the function you made. it’s there on the graph but nothing connects to the execution input

Oops, because the function wasn’t working I added the destroy actor node there to see if that would work. It didn’t unfortunately. Perhaps I’m not calling the character blueprint correctly?

It looks like the function to Cast to your gamemode then set the gamemodevar is ok. It may not matter but have you set your map to use your gamemode?

I don’t see why the rest wouldn’t work if you fire the function instead of the destroy.

Add a print string to the Cast Failed output in the Cast To node. See if you get a failed message.

Success! I’m not sure why following the example didn’t work for me, but I was able to create a highly simplified version today. I have a lot to learn, thank you for bearing with me.

I have this same problem.