I made a function using the branch, when I check the “condition” box I activate the “Spawn item and attach” and when I leave it unchecked the “Spawn” is activated, that said, I wanted to be able to do this directly in the game, pressing a key
- create a boolean variable and plug it into the
Condition
pin - we now need to communicate with this blueprint and set that variable’s state
- how to do that will depend on what this BP is, how it made it into the game and in which BP Pressing a Key takes place.
Perhaps the function is already in the BP that processes input?
Hello, how are you?
So I’ll show you a broader view of the Blueprint
When “condition” is checked the character puts the weapon on the Back/Holster
When “condition” is unchecked the character puts the weapon in his hand
This is exactly what I want to do, but binding a key so that when that key is pressed, the “condition” is activated or deactivated thus making the character switch between Back and Hand
Does it mean the variable is inside a component owned by this actor?
Because that was my question. How to communicate with BP depends on where things are, who owns them and so on.
Yes, but you wanted to set the state of the variable. Set Condition boolean.
Not sure I understand what you’re doing. Following what you originally requested:
You then created a variable:
Get component → Set Condition
Variable:
Is this not what you asked about? Passing a variable will also work, the way you do it now. But it will always be false
.
Yes, I want to set the condition of this variable with key 1 so that I can toggle it on and off within the game.
True, I tried to do it like that and the character always had the gun in his hand, which meant it was always “false”.
Let me see if my reasoning is correct
I created a “Condition” variable and applied it to the pin as you told me
So would I do something close to that?
My goal is to create a shortcut key for weapons that are in the holster socket to go to the hand socket, if there is another way besides this, I would also accept it.
I tested it here, but it only works partially, for example
when I add it to work but when I press the “1” key it can still understand but only when the weapon is not in the equipment slot