Why it is so hard to do comunication with interfaces? ahahahah, always run into to trouble while doing those.
My problem is this:
I want to send the world location from “decoyParent” blueprint to “CH_mutant” blueprint, and I even created a BPI just for this called “decoyBPI”, have applied the “decoyBPI” to the “CH_mutant” and createad a function with a vector input called “mutant chase decoy”, and in the “decoyParent” i send a message with the coordinates like this:
Self is the Decoy, we want to send the Decoy’s location to the Mutant, right? The Mutant should be target then. Atm, the Decoy is sending its own component’s location to itself.
It cannot be set by default - the blueprint is a template, it does not know what’s in the level. Only once you instantiate it, one can assign values to Instance Editable references.
But you can select multiple actors in the Outliner and assign the same thing in one go. Can be cumbersome, though.
If there’s only one then I wouldn’t even bother setting anything else up and:
And now all Decoy actors have a refence to The One mutant there is.
AND if there’s only one, you do not need an Interface as @bumbumgoesnuts suggests. You already have a reference of the one correct type.
But, of course, you may have other plans for later.
I really dont know, im new to this and i dont know quite well when to use interfaces or just custom events, but i change it to a custom event and worked too
interface are a replacement for casting, they r not a magical way of accessing whatever blueprint u want. as said above the get actor of class node works tho it will give u direct access to the blueprint and then u can call the event from there.