Target Blueprint selector not present in 4.7

I found a solution, to refer to the parent Actor of an attached child :

36180-refer+to+parent+actor.png

That does the trick, but my casts from inside the childs construction script on my array containing Actor still fail -.-
I will solve that problem tomorrow. Thanks for your help.

Thx, it is good to know, but in this case it seems not to help in any way.

Its not that I “don’t seem to know the answer”.I just wanted to point you in to a more logical way of thinking about how Unreal Engine 4 works.Sometimes one would over complicated things more than they should be.
I am sorry that I could not provide you with a more direct answer.

I really just didn’t know , or understand your intended purpose.

Hope someone else understand your situation a little better and can guide you through it.

Ockert.

Hey Ockert,

it’s okay, I don’t understand why you need to know, what I intend to do with it, I just wanted to know if it is possible, and if so how. But I did not find a way to generate an array that contains all actor references i need on construction, without generating multiple arrays, so I found a way around this, and just put the reference name from a child actor into a variable that is contained in the parent actor. Now every parent actor has a variable, that contains its children’s references for all children types I want to be able to refer to, the variable gets set on construction of the child, or on event begin play, this way spawning children automatically “register” in the parent variables. Now I need to find a way to access them by the children type (variable name) and parent reference.

But i will make a new topic on that if I don’t find a solution, because I don’t want stay anymore off topic in here. Thanks for your help !

You can promote a self reference inside the selected blueprint to a variable, and then u have a variable of the same type, as your blueprint is.