I haven’t been able to figure out the connection to the “Target [self]” bit to the different nodes. I’ve been cycling through the "Get ___ " nodes to try and get the connections between each; things like: Draw Rect → get HUD → Get Player Controller work, but I am unsure if that is the correct, or even functional way of doing this. Is there a obvious connection to each that I am missing?
If it is not so obvious, what would the Target for the “Log Message” node be?
Thanks.
‘Target’ just means the object you are going to call that function ‘on’. So with nothing connected, it is calling that function on the Blueprint itself. When you mouse over the ‘Target’ pin, it tells you the type of object you can use that function with.
What you are doing sounds fine. There are really 2 workflows when working on a Blueprint. You can either start with an object you have, drag the wire off, release in empty space, and it will give you a list of functions you can call ‘on’ that thing. Or you can use the ‘Palette’ tab to find the function you want, and then wire in the thing you want to operate on.
In don’t see a Log Message function exposed to Blueprints. Are you looking for PrintString?
As an aside - functions like Draw Rect are only valid inside a HUD blueprint. I’ll make the change now to prevent future confusion!
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I figured out the Draw Rect was HUD specific, which actually makes perfect sense. Though I am curious about relative placement / sizing. - I assume that with how much Blueprint is able to do now, it’s as easy as setting up a function to get the screen size and do some simple math to get the relative sizing.
The “Log Message” is in the Palette → Functional Testing. I have started to use the PrintString node, though.
The more I’ve been using Blueprint, the more I am liking the work flow of it. I just recently figured out the “drag from the node to see what is available” option, which is fantastic. There is so much to learn!
Thanks for the help.
Something of a duplicate question of the one I posted here…