For some reason I can’t open the Help Project. I’ve tried loading it as its own project and I also tried simply adding the blueprints to my project in another folder. Neither works.
Could you show me a screenshot of your MyCharacter variable?
For some reason I can’t open the Help Project. I’ve tried loading it as its own project and I also tried simply adding the blueprints to my project in another folder. Neither works.
Could you show me a screenshot of your MyCharacter variable?
the first screenshot shows all the added content to the BP_MyCharacter blueprint. it’s the event graph. The second screenshot shows all the content in the BP_WinMenu Widget blueprint event graph.
I don’t know what else to show, that’s all there is to it.
If you right click the file HelpProject.uproject, do you get something like “Generate project files” ? I don’t quite remember how it was on pc.
Sorry… there’s nothing inside a variable is there? God I’m too new to this What type of variable is the MyCharacter variable? Object blueprint?
I thought by creating a blueprint reference function I didn’t have to use a blueprint variable. Maybe I have to use both and combine them together?
The BP_MyCharacter object that was created when the game started, it can be referenced by many variables in other blueprints. You could have a lot of other blueprints with a variable of type BP_MyCharacter referencing (or pointing) to that same object. That way it can be accessed from many places.
The primitive variables (float, name, vector, etc) however work in a different way, they are not pointers to objects and just hold the values.
So here in the marked part, I’m making the MyCharacter variable (of type BP_MyCharacter) of the widget point to my character object. If I don’t set it, it will be empty/invalid.
Then the widget can work with the variable because it is pointing to an object.
I think my problem might be that I’m trying to do this across too many blueprints Ok I’ll see if I can get the Set action to work.
So the part that confuses me is how do you SET a variable that exists in another blueprint?
The variable “MyCharacter” is inside the widget. But you SET it when you call the widget. How do you do that? Normally to SET a variable I hold ALT and drag it into the Event graph but if the variable is inside the widget, I can’t ALT drag it into the other blueprint’s event graph.
drag from the Create Widget node return value.
OMG! Thank you lol
hmmm…
what is self? is this in the graph of the SaveGameBP?
also for your help project if I right click I only get the option to Generate Visual Studio project files but it doesn’t work cause there’s no code associated with the project.
Save Game BP is a variable I created inside the Widget that is referencing the BP_SaveGameActor. I figured “self” meant that it is targeting the variable within the widget.
I think there’s something missing in this documentation:
https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/BlueprintComms/index.html
According to this documentation, in order to communicate to another blueprint all I have to do is Create a variable of Object type and point to my desired BP. Then I give the variable a name (in my case SaveGameBP) and then make it editable by clicking the open eye.
The problem is when I set the variable I can’t target self (should work since I already pointed to the BP I want when creating it) and I can’t pick the BP in the drop down list (its empty) even though I’ve opened the variable for editing. I don’t know how else I’m supposed to set the stupid thing.