Hi i am trying to create an interface that has a single function in it. This function creates an event within a blueprint actor, which only gets called once another blueprint actor is destroyed.
I am trying to do this for 2 hours and I cant seem to find the issue, but no matter what I do, the print from my event node is never getting triggered.
This is the interface:
This is the “outage” blueprint. In here, Id like to have the function to destroy some lights and an audio actor, but its not even firing the print at any given time (interface is added in class)
All of that works fine, but the create outage event message is doing nothing. I also tried to add the interface here, but no matter which node I tried, the BP_Outage never did its event thing. Could someone tell me what I am doing wrong here?
I also put the red node (event create outage) inside my fusebox with a print, but this one also doesnt fire or give me an error, its just doing nothing
When it was an actor reference, it’s the correct type, but it still needs assigning. It needs to point at the exact BP you want to talk to, the type is not enough.
For all the engine knows, you might have 500 BPOutage blueprints in the level, it needs to know which one.
If you are putting the BP that’s making the call in the level, then you can assign the reference by making it ‘instance editable’ ( click the eye next to the variable ) and using the eye dropper tool on the BP in the level.
Otherwise, you have to set it at runtime, like we did.