Why can't I access variables from other blueprints?

I want to access a variable from one blueprint in another one. I tried using the method described here: https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/BlueprintComms/index.html#simplewaytoreferenceatargetblueprint

I made the variable public, created a reference to the blueprint in my working blueprint, used get referenced blueprint then get the variable I needed and it says: “failed to find variable property” under the default value and generates “accessed none” errors.

What am I missing? Why isn’t this method working for me? I can’t even seem to get it to work at it’s most basic form.

Did you populate that reference with some object of your class?

I don’t really know what that means…

I made a blueprint, added a mesh to it, added it into the level. Added an int variable to the blueprint, set a default value to it and made it public.

Then made another blueprint, added a mesh to it again, added it into the level. Created a new object variable (referencing the first blueprint) and then when triggering an event on this blueprint it does this:

trigger event >>>>>>>>>>>>>>>>>>> print string

get object variable > get int > convert > in string

And that’s pretty much all I did.

Making refrence varable is not enoth, you need to populate it or else it is empty, and if it’s empty blueprint don’t know where to send function call or which actor varable to edit.

You need to get instace of your object in the world for example, “Get All Actors of Class” node to find your actor in he world or make you secound blueprint spawn the th first acto and spawn node will return instace of that actor. There many ways to get instace of actor by variority of events and functions.

Ah I got it now, I just needed to specify the instance of the blueprint I wanted to use. I couldn’t figure out how to actually specify that, until I realised I had to make the reference variable public as well, so I could simply pick the right one from a list in the details panel.

This is continuing the initial question, not an answer. I have the same problem and fixed it by accident the way UltraUberPieMan described, by making my variable public and manually setting my actor. I want the proper actor to be set by default, because I’m running a lot of these blueprints and it’s impossible to set them all by hand.
How do I use “Get All Actors of Class” ?
Thank you

How do you do it from a hud blueprint? the details ONLY shows suppress native hud?

The same way :stuck_out_tongue: you can also got conrolled pawn via Get Player Character (or Pawn?)