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Problem with casting to a blueprint


So I'm trying to cast to a blueprint called myCharacter. Within that blueprint, I have a variable called marker1Exists.

I'm trying to write the number '1' with my HUD, if marker1exists.

alt text

However, the moment I test this and hit the play button, I get 'Cast Failed' continuously appear. Am I doing something wrong?

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asked Dec 09 '14 at 02:03 AM in Blueprint Scripting

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Maybe i don't understand from which variable you want to cast to MyCharacter, but try: Right click -> Get Player Character >>> Cast to MyCharacter (so instead of "Casted My Character" node you'll have "Get Player Character") Sorry if i'm unclear, it's late here :) Good night.

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answered Dec 09 '14 at 02:10 AM

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avatar image ShrewGlue Dec 10 '14 at 09:52 PM

Thank you! This works. Do you think instead of using 'get player character', 'get player controller' would be a better idea?

avatar image Slavq Dec 11 '14 at 01:18 PM

It depends where you have this "Marker1Exists" variable. If it's in your player class, then use Get Player Character, because from there you can cast it to... Your player class (which is of "Character" type)

So if this variable would be (for example) in your player controller class, then Get Player Controller -> Cast to "YourPlayerControllerClass" - because you need to access an object of this class. To undestrand it better, i recommend to read a little about some object-oriented programming things, like classes, interfaces, etc. Example: https://www.youtube.com/watch?v=ABRP_5RYhqU Blueprints are classes - and they work practically in the same way. (because it's like a regular programming, just using nodes instead of lines of code :) )

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As the previous poster said, you must make sure that 'Casted Character' references a valid Character. It should point to an instance of MyCharcter or one of its sub-classes. If your aim to to get a reference to your-own player, then use GetPlayerCharacter node as @Slavq sugested.

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answered Dec 09 '14 at 03:04 AM

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