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Boolean value doesnt change when casted from another BP

First of all, I am only 3 days in UE4 as of today, watched several videos and followed this tutorial to make my own "infinite runner": https://www.youtube.com/watch?v=yS-yQfo0lc0

So the problem is that it won't move if the Boolean isn't set to true from beginning. Tried the overlap trigger, event tic but no success.

Don't know what else to do but to ask for help...

Any suggestions?

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The selected component is the area that should trigger the bridge on pawn overlap

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The overlap event that casts to BP_Bridge to change "Start Moving Component" to true so the "Bridge Component" starts moving 750 units

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This "bridge component" will move as soon as it spawns when the Boolean value is set to true from the beginning

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Bridge component when idle and after moving

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How I am casting to BP_Bridge to get the component moving. Won't work no matter what I try.

Product Version: UE 4.10
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asked Mar 09 '16 at 08:53 PM in Blueprint Scripting

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The Other Actor pin refers to the actor triggering the overlap event. Are you sure it's of type BP_Bridge and not player?

You can drag a wire from the Other Actor pin and get it's DisplayName then print it on the screen (node PrintString) to make sure you get triggers coming from the correct actors.

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answered Mar 10 '16 at 12:58 AM

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avatar image Boldimore Mar 10 '16 at 06:30 PM

I made kinda a breakthrough. Managed to get the bridge moving, but doesn't move always.

Video link: YouTube link

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Currently used in BP_Bridge event graph

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Currently used in BP_FloorTile_Bridge event graph

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avatar image phoboz Mar 11 '16 at 12:16 AM

OK, I'm getting the feeling you don't quite know how to properly use casting.

Casting, in layman terms, can be described as a form of checking whether something is of particular type. More info here: https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/CastNodes/index.html

If you're trying to create a new object you need to use Spawning: https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/SpawnAndDestroyActors/Blueprints/

If there is a particular bridge actor (already existing in the scene) that you're trying to move, you will need a reference to that object before you can manipulate it. I suggest you watch this training video about blueprint communication: Training Stream Training Blueprint Communications with Zak Parrish

avatar image Boldimore Mar 11 '16 at 01:07 AM

Thank you for the suggestions! Your feeling is right, I don't quite know how to use it, especially in this particular case!

I did watch that video and did get the idea of using the Dispatcher, but I would like to solve this problem before attempting to do it with dispatcher. And I already have the feeling it making much more sense to use Dispatcher!

I am trying to explain it in the best way I can, thanks for your patience!

Here is another video with me speaking, I hope it does explain what my problem is right now, and what I don't know about casting with that certain node: https://www.youtube.com/watch?v=ioQOvjYxnZs

Sorry for my bad spoken english!

avatar image phoboz Mar 11 '16 at 10:12 AM

One way to do it would be to create a new variable of type BP_Bridge in your BP_FloorTile_Bridge blueprint and make it visible in the details panel (click that eye icon to the right of the variable).

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Then, in the actual scene, you need to assign your particular bridge actor you want to move to that variable.

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Finally, because you now have the reference to the bridge you can just use that variable and set your boolean.

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Couple of notes:

  • When you use boolean variables, they should ideally define the state of something, like IsBridgeMoving

  • You should make a function like StartMoving in your bridge BP and call this instead of setting your boolean, as it is more intuitive (notice that functions names are almost always verbs, to indicate action)

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avatar image Boldimore Mar 11 '16 at 12:10 PM

That's very helpful! Thanks! Didn't even know u can do something like this!

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