# Problem regarding passing editable variables through blueprint interfaces

**URL:** <https://forums.unrealengine.com/t/problem-regarding-passing-editable-variables-through-blueprint-interfaces/326462>\
**Category:** Blueprint\
**Tags:** editable, unreal-engine, question\
**Created:** [July 25, 2015, 7:51am UTC](https://forums.unrealengine.com/t/problem-regarding-passing-editable-variables-through-blueprint-interfaces/326462 "2015-07-25T07:51:42Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![DNADrone](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DNADrone](https://forums.unrealengine.com/u/DNADrone)\
**Post date:** [July 25, 2015, 7:51am UTC](https://forums.unrealengine.com/t/problem-regarding-passing-editable-variables-through-blueprint-interfaces/326462/1 "2015-07-25T07:51:42Z")

</div>

Hello.

I have a construction script with a couple of editable float variables which are set to 0 by default. I am changing the variables in the viewport. Then, I am trying to send the variables through an interface using the event begin play node as shown in the image below.

However, when I am trying to retrieve these variables from the player blueprint class, the default values of the variables are being sent i.e. 0. I want the values to have whatever I have set them in the viewport.

Am I doing something wrong?

Thanks
