Communication between Pawn blueprint components and level triggers

I have a pawn setup so that an item that starts invisible in the pawn blueprint becomes visible after hitting a trigger, however because I have it in the pawn blueprint I can’t figure out how to reference to a trigger in the level, or even visa versa if that’s a better way to do it.

At the moment it works but only once, at ANY trigger… I’d like the ability to communicate direct from level triggers to components withing the pawn blueprint. How do I go about this? Variables seemed like the right idea but I can’t grasp how to get it to work yet. Any help would be great.

You could either use Interfaces and call the interface functions via script, or you could select the pawn in your scene editor, then open the level blueprint, right click, promote the reference to a variable, and cast as normal.

I’m pretty sure I’ve followed what you meant, I’ve managed to cast the components into my level blueprint, but only by dropping the Character blueprint into the level, now when I start it doesn’t play as the character but as a spawn duplicate wherever I am in the stage. (I took out the player start)

I feel certain this issue is something I’ve overlooked elsewhere… like something to do with possessing the character blueprint without a player start location.

Got it working… Event begin play>possess etc… Thankyou!