I tried making the Following Blueprint, to be executed from any other Blueprint, like a Global Variable, and also make the Variables Global as well, but… I just don’t know what to do, and what am I doing wrong.
This class is not the owner of your character. Use GetActorOfClass to get your Global actor.
Tried executing it from the First Person BP. Got an error. Even by skipping Branch, and connecting the Event’s exec pin to Sequence in the Global Time Cycle Reset BP didn’t help.
Hi there,
Have you placed this actor in the level at begin play or spawned from any other actor? Or is this global actor an actor component of your FP Character?
There it is. The error message says there is no global actor in the level when the input is pressed.
Sorry for late response, I jumped to the version 4.25 and had to rebuild some the Blueprints from 4.27.
So by the screenshot I made in the previous post…
I understand that this is how I can execute another blueprint from the first by triggering the (Custom) Events inside them, if they’re are placed and present in the level.
But is there any other way for the Blueprints be executed like… without them needed to be placed in the level?
Thus, what about the Variables? Is there anyway I can make them Global? Like, as of now, whenever I copy the Set Variable Float from one blueprint to another for ex., the variables aren’t carrying over.
Hi there,
For actors, you want to store a valid object reference, usually if that actor already exists in the level, either spawned or placed.
Perhaps you need to work with interfaces, to send information from one BP to another. If your game is singleplayer, you want to store that variable in the game mode, and all actors will retrieve its current value from: get game mode, then cast to “your custom gamemode”, then “get variables you saved there”. If your game is multiplayer, you may want to try storing in the game state, which is accessible by all players, but clients may not be able to save on it.
Another way for global variables, there is one called “material parameter collection”, that is used to change materials globally, and can be floats or vectors. However, it is not meant for modifying blueprint actors, but I believe it is doable.


