What is the proper way to access variable/blueprint outside current?

Hi I am currently learning about the dispatch event function of the blueprint, which is great for pass or modify values between blueprint classes. But I found you have to supply an object target of the event “emitter” when binding, which can be a PITA since I found that it’s rather hard to get a blueprint instance of a different blueprint class outside current one, I had to use Get all actor of class and a rather confusing loop–validity–pass routine to get the " emitter" blueprint to bind a custom event receiver to access variable or signal from other blueprints.
So I wonder if there is easier way to read/write stuff out of current blueprint’s scope?

Thanks.

edit:typo

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In general, in the Unreal way of doing things, actors wire themselves up, OR the thing doing the acting, wires up any other thing that is “triggering.”
In both cases, you will already have an instance of the other other to bind event emitters to.

Typically, this happens in Event Begin Overlap, but it could happen in other places (like Take Damage or whatever.)

If you had a specific use case in mind, a better answer might be available – the main question here is “how do I know which things should be bound?” and a good answer depends on what your particular requirements are.

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Thanks I will see if there are better ways of spawning and binding events.

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