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Reference to Blueprint not showing "target blueprint"

Following this tutorial: https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/BlueprintComms/index.html

Trying to create a reference to a blueprint variable, and I can't see the dropdown menu where you select "target Blueprint" in the level editor details box. In the instructions it says that you can set which menu it goes into or leave it default and the dropdown menu will be placed there. It also says to still have the working blueprint selected. Not sure how to make sure it is still selected. In my Blueprint window it is still the current tab being seen, I've also highlighted it in the content browser and still the details tab doesn't show this box.

Anyone know how to find this. I'm guessing it's something really simple and I can't see it.


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asked Mar 30 '14 at 08:08 PM in Blueprint Scripting

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avatar image Thumper Mar 30 '14 at 08:10 PM

Oh and yes I have public set on the variable so it should be accessible.

avatar image Thumper Mar 30 '14 at 08:22 PM

Bah! I had placed only the asset and not an instance of the class. Placing the class down from the class viewer resulted in the tab being shown. However, now when I select the drop down menu to look inside - I do not see under "Actor" any listings of instanced blueprints.

Anyone know why my referenced blue print would not be listing here?

avatar image RAVaught Nov 06 '14 at 08:28 PM

I am having the same issue. I have a "WorldClock" actor that I have placed in the level, but when I try to create a reference to the object (Create Var of WorldClock Type in another BP) I have no options to set the instance even though there is an instance in the level. Ironically, I CAN set a reference to it in the Level BP editor graph, just not in other graphs.

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2 answers: sort voted first

So it appears that I had to place the target class down as well in order for it to be listed. Makes sense, It was a bit confusing because I was working off the example 3rd person BP level, and in it there is a player start - so when I start the level that drops the player mesh down. Unfortunately it didn't count as the class being placed which I haven't resolved why yet. So I had to drop the "MyCharacter" class down which is the class I was trying to access it's Blue Prints from.

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answered Mar 30 '14 at 08:33 PM

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avatar image Steve Allison STAFF Mar 30 '14 at 08:42 PM

Hey Thumper,

Can you post a screenshot of your setup and explain what you're trying to accomplish? We want to make sure we're explaining Comms well enough and that you're able to translate our examples efficiently.



avatar image Thumper Mar 31 '14 at 02:50 AM

Hi Steve, Thanks for getting back to me. I still have not actually resolved my confusion about the comms stuff yet.

I'm trying to learn UE4's way of communicating between stuff. Currently I'm just running a very basic test where I have a cylinder that is rigged. I've exported 5 animations and imported them in. The cylinder has an idle middle animation, a forward, backward, left, right bend animation. I've set up the BlendSpace 2D to have an X, Y relative to +/- 1000 from 0. My cylinder is currently at 0 in the X, Y of the world. I've created a class for my cylinder (not sure if I should have). I'm trying to simply use the player character's X,Y to drive the blending of the cylinders blendspace. I've successfully had the player characters coordinates print to the screen using this setup I pieced together here -> ![alt text][1]
[1]: /storage/temp/2801-cylinderclass.jpg

The current issue I haven't figured around yet is that while my class is able to update and read out these values onto the screen, I can't pass them to my cylinder Anim Blue Print for use within my state machine. I've tried recreating the above in my Anim Event Graph for this cylinder but I can't get it working. It doesn't update the values. I've tried creating a blue print ref variable from the tutorial original listed. One strange thing is that I can create a reference on my cylinder class BP, and select the BP instance from the details tab to say myCharacter class, but not to my cyclinder anim BP. Which seems correct - because I would imagine I should be able to access variables in my cylinder class from my cylinder anim BP pretty easily but I haven't had any success yet. It's always my favorite part in a 3D editor when I learn how to get things talking with each other. That's when all the fun begins....


cylinderclass.jpg (58.8 kB)
avatar image Thumper Mar 31 '14 at 09:57 PM

alt text

This image may be better. This is where I'm at currently.

variablescope.jpg (313.4 kB)
avatar image Thumper Mar 31 '14 at 01:50 PM

I wrote that last night when I was a bit tired so it's a little messy, Let me just simplify the problem that I'm currently facing into a few direct questions.

If I create a variable on a class BP Event Graph, can the Animation BP Event Graph access it?

Does the Animation BP Event Graph need to create an object of the Class to "get" variable data? Conversely could I create an object of the Animation BP inside the class and then "set" variable data inside the animation BP?

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An answer to this is to use the skeletal component and then cast to desired Anim BP, then you can set any variable in the Anim BP directly from your class BP.

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answered Apr 05 '14 at 09:43 PM

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