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Trigger execution in class blueprint from level blueprint

I am trying to execute some logic in a class blueprint I created from the level blueprint. I have a mantinee actor being fired on play in my level blueprint, once that has finished I want to trigger my class blueprint. Can't use trigger volume because my player start stays in the same place the matinee ends up when its finished (hope this makes sense). I think I need to use the event dispatcher but I am not sure how to communicate between the two.

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asked Apr 02 '14 at 10:10 PM in Using UE4

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krankzinnig
86 6 10 9

avatar image Shadowriver Apr 02 '14 at 10:49 PM

If you find solution yourself then post answer to your own question :)

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RESOLVED: For anyone having a similar issue. I was able to create a boolean variable in the class blueprint and access that class blueprint object in the level blueprint. One my matinee actor finished, I set the variable to true. In my class blueprint, I have a branch node hooked up to event tick so its always checking the status of this variable. Once this finally results to true, I put the execution through a DoOnce node so it wouldn't continue running my logic on each event tick. Worked like a charm.

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answered Apr 02 '14 at 11:51 PM

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krankzinnig
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