problem with casting inside anim blueprint

im having a problem with my animation blueprint. it won’t let me cast. it simply fails every time. even if i just use the ‘get pawn owner’ node directly it still fails??

i have no idea why it’s doing this.

the entire event graph is simple. i was just recreating the third person template to learn.

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Get the pawn ( or owner ) and pipe it into a print node, then you can see what you have, and what kind of cast is likely to work :slight_smile:

ooh, i didn’t know that could be done. that’s useful tip to know. unfortunately in this case it’s not giving me anything. it’s just blank.

it’s still failing but there’s no printed text in the viewport now.

if i do it on initialization it gives me three results.

they’re all variations of my character blueprint. i have tried casting directly to that bp instead of the parent character class but it still fails.

Try it here

okay yup. that works. just gives me the bp name with no variation.

it’s the validity check nodes that are failing on me. if i remove those then the print works no problem.

why would the validity nodes be failing?

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I can understand it might fail on init, because things aren’t ready. But does it fail on update?

yeah. it works if i do a branch like this.

it fails if i use this ‘get’ node… but im not sure where that node actually comes from. i copy/pasted it from the abp_manny example bcos i couldn’t figure out how to create one.

is there a way to trace nodes back to find out exactly where they come from.

( how it looks in the sample )
Screenshot 2024-09-08 111918

wait. i just got it. drag and drop the reference/variable and then convert to validated get.

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it’s all working now. thank you so much!

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