Trying to call a master boolean in the level blueprint, within another blueprint

Hey there.

My intent is to have a the level blueprint hold a bool value, which can be referenced in any other blueprint. In this example, I want to press “P” as a debug key, to test a power outage in my game. Pressing “P” toggles a “PowerOutage” bool on the level blueprint, and all instances of my blueprints that contain lights will simultaneously get this bool so that they can turn their lights off.

Here is what I intend for the level blueprint:



And then this is what I want a blueprint which contains a point light to be:



I’ve searched around, watched a few youtube videos, learned about event dispatchers, but I can’t seem to use an even dispatcher from the level blueprint, to my blueprint.

Anyone got any pointers?

you should be able to create an interface and then in your level do a find all actors with interface call. That will return a number of objects. then just call a function that is implemented in the interface.

To help you out I made a short video tutorial to illustrate how I would achieve what you seem to be trying to do.
If anything is unclear, let me know!

Thanks a bunch :slight_smile: I re-purposed a couple things you introduced me to, and now I have everything working perfectly.

Your input event in the level BP could fire into another BP, like the player, where an Event Dispatcher is called, handling everything simultaneously.