Need a quick help with references? Trying to set up some blueprint communications.

So I recently downloaded JCInventory from the marketplace. I have a top down game that I’m trying to mess around with. However, I’ve ran into an issue. I’ve installed the JCInventory Just fine. The same way that the creator has instructed to do so with 4.9.

Here’s the problem though. The way that my game works, and the way that he explains to install the video isn’t going to work for me. I have a character select screen and a level select screen. Problem is that the JCInventory is running before I select a character to possess it. Anyways, back to the topic…

How would I be able to cast to, or communicate with one blueprint or another to get this inventory to work AFTER I possess the character?

Here’s where I want to plug in the blueprint to run JCInventory… To give you an idea how this works, I’m running this blueprint below in a widget. So when I click on the character, it spawns actor in the game, I possess it, then the game will start. This is where I want to plug in my “setup jcinventory”. (Right after Remove from Parent). This will make it so that the inventory doesn’t actually get called until I’m actually in the game. Which is what I think I want. (at least for now, haha)

Now, Here’s the way it’s “suggested” to install it. This is placed in the TopDownCharacter Blueprint. Because it’s the only place that this will work. I’ve attempted it many other ways, such as trying to install it inside of the actual character blueprint that I have, but the inventory bugs out. And doesn’t display the proper grids, etc.

So… How can I make it so that AFTER remove from parent I can THEN call or cast the JCInventory to call inside of my TopDownCharacterBlueprint?

Sorry for bad wording if there is any… I’ve been up forever trying to figure this out before asking you guys for help… :frowning:

remove from parent for a widget is basically “delete”. so you cant do in this way, widget doesn’t exist anymore.
You can toggle visibility for inventory, block button which call it or just create it latter, idk how your inventory works.

Well, the thing is, (I may be wrong to say this so please cut me a little slack) I only want to fire the other blueprint after remove from parent. So it doesn’t matter if it works like a delete or not because the node still fires.

I only want to place it after remove from parent because that’s the right time to start the inventory. Since after you select the character, the character selection screen and the other Huds dissappear.

So what I need to do is somehow have -remove from parent- start my JCInventory inside of another blueprint. I just don’t have a clue how to do that. Possibly with an event? Am I wrong to think this will work?

Here’s what I’m askin for I guess. As simple as I can explain it. (Trust me, I’ve tried everything in my power for event dispatchers, casting to, etc. But I can’t seem to get it working)

Stat_Ann (Widget Blueprint)

TopDownCharacterBlueprint

In the second picture here, There wouldn’t need to be the branch there.

as far as i remember, you should possess on server and remote widgets cannot do that.
Create event in controller, “run on server” and call it on button clicked.

I made the event. But that’s kind of why I had created this post. I have no idea how to reference the event.

So I made a custom event in the player character blueprint that’s supposed to setup the inventory.

The Custom Event I made

and my issue here.

should looks like
clicked -> get owning controller-> cast to (your player controller bp name) -> call event -> remove from parent
and event(run on server) in player controller -> and all code which you want run on server.
read about networking on unreal.

also here i provide example which has communication between player controller and object on server(chat widget set name event) and object on server to exact player conroller(character damage taken event).