Trying to take the interactive lamp and make separate ones. But i cant because it keeps directing to the original one BP_FootLampLight.
I created a copy of BP_FootLampLight and renamed it FootLampLightEW
Trying to have Get all Actors of class node to match turn on lamp node
I put in under Actor class FootLampLightEW i immediately get an error. the turn on lamp node still ayes BP_FootLampLight I need that to say FootLampLightEW
phurleysp,
I successfully renamed the returned “All Actors of Class” Array FootLampLightEW . but after doing that the Turn on lap 1 still says BP_FootLampLight this is giving me the error, as you can see in the pic I provided.
I assumed after changing the “All Actors of Class” to FootLampLightEW that would automatically change the Turn on lap 1 to FootLampLightEW , Am I wrong about that?
There can sometimes be some strange behaviors when changing variables/nodes; the reason you’re getting errors in your original post is due to “Get All Actors of Class” returning an array, while your “Turn On Lamp” function expects a target of just one of its members.
As ClockworkOcean said, you could just create copies of the Switch and Lamp, but you’ll fill up your folder real quick with redundant blueprints.
If you want to either control Specific Lamps with Specific Switches, i.e. communicate between actors, you need to find a way to identify which “FootLampLight” Actors Correspond to which switch, in this case the button in your Widget.
For more you can check out -this post- ; Something like this is how you would set up a door button/light switch and identify which door/light the button corresponds too. Doing it this way improves scalability as you add more doors/lights/buttons to your levels. Just replace the overlap events with your button click.