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.
Did u check the reply I made few minutes before your reply?
I am trying to access the boolean value on BP_Bridge, change it to TRUE when the “RunCharacter”(pawn) runs through a Box Collision, so the “BridgeComponent” moves 750 units when the Boolean value changes, isnt it visible from the pictures…?
Too put it the most simple possible: I want to update a variable on another blueprint via a overlap event on the first blueprint
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
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: - YouTube
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).
Then, in the actual scene, you need to assign your particular bridge actor you want to move to that variable.
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)