Set Character Position From Level Blueprint

Hey, well in general when you use several Blueprints to communicate between each other ,
it’s a good idea to use GameMode (c++ or a blueprint) that should handle the core gameplay stuff.
It’s the way engine is designed, but of course you can find your own way of doing it.
The point is only one GameMode exists at a time, so there’s no confusion.

Next try just using “SetActorLocation” node to set your character location.

And here is a screenshot of example of casting a GameMode reference to any other blueprints,
first create a newVariable and name it GameModeVariable, for type select “object” type - parent GameMode (c++ or a blueprint).
Then create nodes like in screenshot, first you get the game mode and cast it to your blueprint , then save(set) the reference to the variable in your new GameModeVariable.

Now you can put your new variable onto the event graph,
and when you click and drag of the pin , when you release the button, a window pops up,
and you have access to all the content of the GameMode class(c++ or blueprint).
You can use this method with any blueprints.

31934-screenshot363.jpg

For example now you could go into the GameMode class and create a new variable myCharacterVar.
Then you could access this variable from all other blueprints that have reference to GameMode like this:
GameModeVariable->myCharacterVar.
If for example you would have many characters in the game and would like to keep track of which one was clicked last you could just set up the click event on your character, and do:

onClick->GameModeVariable->myCharacterVar = this ; (= Self)