Why can't I get my blueprint communication to work?

Hey folks. I used this guide to try to communicate between blueprints: Direct Actor Communication Quick Start Guide | Unreal Engine Documentation

However, it doesn’t seem to be working even in the simplest case. I have a blueprint for a structure that I spawn during gameplay and I set up a test “main game” blueprint that right now that only attempts to fire events when told to by other blueprints. I did this after reviewing Tappy Chicken and liking how everything was stuffed in a main game blueprint as opposed to the level blueprint (as I expect to have multiple levels)

Here’s my structure blueprint’s simple chain to fire that event:

And here is my “main game” blueprint:

The first log prints (that the test chain ran) but I don’t see the second log from the test event or the test function.

What am I doing wrong?

You figure this out yet? From the looks of things it looks like you need to post more information. I see nothing wrong with what you have posted.
Maybe your reference to TestMainGameVar is not valid?

so in the editor did you actually select a reference to a real world “TestMainGame” bp on the chain bp? I saw you exposed it but the only reason I can think it wouldn’t run is if you didn’t actually populate it to a real reference.

What about a custom event on the same object? Can you get that to work?

Nope, not this way. And I don’t have any errors or anything that I can really show. This is literally all there is for now. I wanted to get it working in the simplest way possible first.

Is TestMainGame a GameMode child class?

: no, it’s just an actor blueprint. Can I not do that?

Figured this out. To do what I want to do, I made a GameState. Inside these structure blueprints, I Get GameState and cast that to my specific game state so I can run its custom events. Seems to be working just fine. Thanks for the help.