,Object Reference that is not a character or gamemode

,I have looked at over 20 tutorials and they cast using gamemode or the thirdpersoncharacter that there are already function to get the object reference(get player character, get gamemode). Or a complex example that I don’t get.

A Simple example a function that Print hello on a screen :

https://ibb.co/hc65zNT

Me trying to set it (lol):
352278-
Displays hello when a collision event happens (I know I can use the print command here but for demonstration purposes):

+https://ibb.co/47hwZz7

I’ve learned you can cast to get Blueprints to talk to each other but this doesnt work all the time I get a error that it doesn’t inherit

And because If I want to do a custom even this happens and I’m stumped:

I know I can use get all actors to bypass this but I’ve read that could lead to performance issues: https://ibb.co/yV8MTQB

I’ve also had problems with updating https://ibb.co/F0whgrB and https://ibb.co/YtNZ3gg

Few Questions I have:

where do I set up the variables? The sender or receivers and where do I set their values.

what is an object reference? I understand what it is when it a number or a string but what is it when its a function? Or a widget? is it a snapshot of the widget? Proof that it already ran? This is a main stumbling block when it comes when to call a function or update it.

It would be helpful if you would include screenshots in your replies. The main reason why I like UE4 is because you can visually see what’s going on.~~~~

,I have looked at over 20 tutorials and they cast using gamemode or the thirdpersoncharacter that there are already function to get the object reference(get player character, get gamemode). Or a complex example that I don’t get.

A Simple example a function that Print hello on a screen : https://ibb.co/47hwZz7

Me trying to set it (lol):

+https://ibb.co/47hwZz7

Displays hello when a collision event happens (I know I can use the print command here but for demonstration purposes): https://ibb.co/7YCVcsX

I’ve learned you can cast to get Blueprints to talk to each other but this doesnt work all the time I get a error that it doesn’t inherit https://ibb.co/ngWjhtW

And because If I want to do a custom even this happens and I’m stumped: https://ibb.co/rMZMb4J

I know I can use get all actors to bypass this but I’ve read that could lead to performance issues: https://ibb.co/yV8MTQB

I’ve also had problems with updating https://ibb.co/F0whgrB and https://ibb.co/YtNZ3gg

Few Questions I have:

where do I set up the variables? The sender or receivers and where do I set their values.

what is an object reference? I understand what it is when it a number or a string but what is it when its a function? Or a widget? is it a snapshot of the widget? Proof that it already ran? This is a main stumbling block when it comes when to call a function or update it.

It would be helpful if you would include screenshots in your replies. The main reason why I like UE4 is because you can visually see what’s going on.~~~~

Ah yes, casting. Nobody seems to be able to explain casting properly. I even did a video on that topic but it’s long so i’m just gonna make a simple explanation here.
The biggest issue with understanding casting by new “scripters” is seeing a difference between blueprint class and blueprint instance. When you create a blueprint and it’s in the content browser it’s a blueprint class. When you put it in the world, that object is a blueprint instance. You generally access the class to get class defaults (variables you set in the blueprint editor) or want to spawn an instance. You access the instance to get info about that specific instance.

So, how do you cast to a blueprint instance (this would be for example a ball you placed in the world and want it to move a little bit in a random direction whenever you press E key).
Let’s say you already placed that ball and you’re in the first player example map and have everything set.
You need a way of interacting with that ball to check it’s properties. Easiest way is ofc getting all actors of class (which you already know), but it’s bad because you can have a very large number of those in the world and you don’t need to check that many so this will hurt your performance for no reason.
First real example way is getting all overlapping actors and on event overlap where you get that reference similar to get all actors of class.
Second example is a line trace. Check on yt how to do it. You generally cast it from player’s camera and it get’s a reference to whatever it hits (my personal favourite).
If you’ll get through line trace tutorial you’re very likely to catch up from that point.