Trying to call a master boolean in the level blueprint, within another blueprint

you should be able to create an interface and then in your level do a find all actors with interface call. That will return a number of objects. then just call a function that is implemented in the interface.

Hey there.

My intent is to have a the level blueprint hold a bool value, which can be referenced in any other blueprint. In this example, I want to press “P” as a debug key, to test a power outage in my game. Pressing “P” toggles a “PowerOutage” bool on the level blueprint, and all instances of my blueprints that contain lights will simultaneously get this bool so that they can turn their lights off.

Here is what I intend for the level blueprint:



And then this is what I want a blueprint which contains a point light to be:



I’ve searched around, watched a few youtube videos, learned about event dispatchers, but I can’t seem to use an even dispatcher from the level blueprint, to my blueprint.

Anyone got any pointers?

To help you out I made a short video tutorial to illustrate how I would achieve what you seem to be trying to do.
If anything is unclear, let me know!

Thanks a bunch :slight_smile: I re-purposed a couple things you introduced me to, and now I have everything working perfectly.

Your input event in the level BP could fire into another BP, like the player, where an Event Dispatcher is called, handling everything simultaneously.