How to call a simple event from a different blueprint?

I dont know why I cant manage to do this. Im trying to cast to a blueprint called BP_pulse in order to get an event called pulse_event but I dont know what to connect the Object pin to. What am I missing?



What am I supposed to connect to the Object pin in the second screenshot?

I can only suggest if you take your time to read-up Blueprint Communications https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/BlueprintCommsUsage/BPComHowTo/index.html which gives you an extensive understanding how to use and implement it.

Is the Event Pluse part of the BP_Pulse? If so you can call it directly, if it is part of the Level, you need to reference it in the Level Blueprint and than cast to BP_Pulse and call the Event.

Yeah that works, but I want the input to come from my player character’s blueprint and not from the level blueprint :frowning:

One solution would be over Event Dispatcher

Create a Event Dispatcher in your Pawn/Character and call it

Than create in the BP_Pulse an Event Begin to cast to the Player (either Get Player Pawn or if your pawn is from type Character, get Player Character) and Assign it to the Event Dispatcher and bind it to an Custom Event which than holds your sequence for instance Print String

Again I would really read up on Blueprint Communication. Unreal Engine has also a YouTube Channel with great examples.

Probably the most simple way would be to use a Get All Actors of Class node filtered for the class of the object in question, use Get from the array output, and use that in the object pin of the cast.

Thank you, this is exactly what I needed. I have been through those tutorials but I didnt pay enough attention to event dispatchers and when its ideal to use what method.