Target Blueprint selector not present in 4.7

Dear Answerhub,

I was following the “Direct Blueprint Communications” document on the Unreal Engine site whilst using 4.7 and I noticed a problem.

Whilst on the section “Specifying the Blueprint Interface” the guide talks about specifying the target blueprint which was just created. I’m looking around for the option to select the target blueprint in 4.7 and I cant find out where to do this.

I know there was a design upgrade from 4.6 → 4.7 but in the Class Settings/Defaults there is no sign to allow me to choose the target blueprint.

Has this feature been taken out of 4.7?

Regards,

Peter

Just as an update I still can’t find where to select the target blueprint. I also should add that I’m using 4.7 preview from source.

Can`t seem to find it either, so it would be nice to know where they hid it in 4.7.

Not a fan of bumping threads, but this one needs an official reply me thinks. What happened to the target blueprints, dear Epic devs?

I really have problems understanding this engine, and this is the main point, where i lose understanding at all. no reference like I did read it in the Documentation of Unreal Engine 4 → no idea how to do a lot of things.
Nobody reacting on this question at all … i wonder why.

Hi everyone,

The ‘Target Blueprint’ that is being specified is just an exposed variable that is created in the My Blueprint panel. It allows any of the instances (copies) of a particular blueprint in the level to be specified.

You can set this up by:

  • Double-click to open the blueprint (for clarity we will call it ‘bpSelector’)

  • In the ‘My Blueprint’ panel (on the left by default) > Add a variable

  • Name it ‘TargetBlueprint’

  • Enable ‘Editable’ to expose the variable

  • Set the ‘Variable Type’ to the blueprint that you would like to reference in the level (any blueprint will do)

  • Save & compile

  • Back in the editor, place the ‘bpSelector’ blueprint into the level, along with multiple copies of the blueprint that you would like to reference

  • Click on the ‘bpSelector’ in the level & set the ‘TargetBlueprint’ variable in the Details panel

All of this is explained in a bit more detail if you follow this step by step guide.

Cheers,

TJ

Hi,

“Target Blueprint” is not a variable you will be able to find in the list by default , it was just a reference with a custom name “Target Blueprint” used for documentation purpose.

Example:
Lets say you have created 2 Blueprints.
(1)a Blueprint called “LightSwitch_BP”
(2)a Blueprint call “Light_BP”

You want your “Light Switch” to communicate with your “Light” Blueprint so you can switch the light on/off.
So in this case you wont search for “Target Blueprint” but “Light_BP” , as the “Light_BP” Blueprint is your “Target Blueprint”.

Follow the steps of TJ Ballard…

If you are still lost I’ll do a quick Step by Step.

Ockert.

Here is a more detailed explanation.

https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/BlueprintCommsUsage/BPComHowTo/index.html#blueprintinterfaces

Wow, this target blueprint entry really got me ! I would never have guessed that.
This is pretty easy to misunderstand i think, someone should change it, especially because of the “Target Point” Type, that made me think it is a base variable type. Good to know.

Ok now I have my Level Blueprint called “ThirdPersonExampleMap”, i select the variable in the “My Blueprint” panel and press on the dropdown field of “Variable Type” and when i want to select this variable type inside this blueprint, I get no result that fits, even if I type in “ThirdPersonExample”. What now ?

I already followed that guide you linked, but i can’t find any other Blueprint Variable type except for the ones from the starter content. No matter if it is my level Blueprint or any other blueprint, they are just not listed.

I may be able to point you in the right direction if you can explain to me what it is you are trying to accomplish?
Do you want a reference to the Map/Level called “ThirdPersonExampleMap” in this case ?

Yes i want to refer to the LevelBlueprint “ThirdPersonExampleMap” because it contains some variable arrays I need to fill with Actor References, which get added to the Array in the construction script of each actor.

Which variable arrays?
If you are trying to get all the actors in the scene/world you have to use “Get All Actors Of Class” with a “ForEach loop”

Watch the whole example from Unreal Engine “Blueprint Essentials: For Each Loop | 12 | v4.2 Tutorial Series | Unreal Engine - YouTube”.
Keep doing tutorials and work through the documentation.

Ockert

This won’t help me, so there is no way I can refer to my LevelBlueprint “ThirdPersonExampleMap” ?

I want to add the Actorreferences in the construction, because they will also spawn (and die) while the game is running, and I don’t want to scan for new actors all the time, instead add them on spawn by the construction script (and delete on destruction/despawn), this seems to be way more effective to me.

I am trying to understand what exactly it is, that you are trying to do , but cant seem to figure out with the provided information.

To communicate with the Level Blueprint , look into Event Dispatchers.

I was working on the visualization for you to understand.
Here are my screenshots.

As u can see, there I need a reference to the Level Blueprint, which is supposed to be the Variable called “ActualLevelBlueprint” but I cannot assign the right VariableType to it.

If you need a refrence of “Test Actor” in your Level Blueprint , you can select your “Test Actor” in the world , open your Level Blueprint , right click on the Event Graph and choose “Create a Reference to TestActor”.Does this help you in anyway?

I highly recommend you go through all the official Blueprint tutorials and documentation there is from Epic , to understand all the basics.- YouTube Dont skip anything,very interesting videos.

You probably need to use an Event Dispatcher , but dont think you will be able to call an Event Dispatcher from the construction script.

I already watched all the videos (built what seemed to be useful to understand it better), and I still have no Idea how to refer to a Level Blueprint, I know every Actor, and every Blueprint has a Name similar to “ThirdPersonexampleMap_C_0” or “ThirdPersonexampleMap_C_1” this is the reference to the actual instance of the Blueprint, which i wanted to adress.

But now, because you don’t seem to know the answer, and i want to progress on my game, I created an actor that will carry the array information instead and it seems to work with a “casttoactor…” node. The only problem is, that I don’t know how to refer to an actor, from inside another actor, that is attached to it. Means, I try to get the parent (get Owner only gives me “none”). Maybe I can solve it, by referring to the child from the parent, so the other way round. I will find it out … watching those videos only delivers basic knowledge, which does not provide me answers, to my individual aproaches to problems, i know I don’t work like most people do, but I will always achieve my goals. Now i want to learn UE4 :slight_smile: Those Event Dispatchers are really hard to understand I will try this later.

What I really would like to see in a video, would be answers to questions, like “what is replication ?” or “do there exist more instances than one of a level blueprint, or are they like diffrent channels on a multiplayerserver ?” or “get actors constructed in a defined order, like parent, children and then another actor of the same class ?” such kind of questions, that explain how the engine works.