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Setting a Boolean in one Blueprint from Another Problem


I am trying to set up a simple "Kill Box" (a trigger volume blueprint) for a 2D platform.

You overlap the Kill Box it would call upon a true or false Boolean in my Characters blueprint disabling input, playing an animation and reload the level (aka die).

The dying part already works and instead of playing an animation I have a string of txt ("you are dead") to let me know things are working.

I made my kill Boolean inside my Character Public and used the "Cast To" function in my Kill Box to set it to true.

This will not work but my string of text "you are dead" plays when I come into contact with my Kill Box but my input will not disable and my level will not reload.

I know I could easily do it all via the World Blue prints but I would rather be efficient and just create a blueprint I can plop down that has the functionality already set up.

Please help me and check out the images below.

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Product Version: UE 4.11
char_bp.png (348.7 kB)
kb_bp.png (269.6 kB)
ingame.png (708.0 kB)
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asked Apr 25 '16 at 08:09 AM in Using UE4

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Mastace, the problem is you aren't calling the "dead" event, you're just setting the variable. Just call the event in te Kill Box BP after setting the variable, and that should work for you.

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answered Apr 25 '16 at 12:45 PM

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avatar image Mastace Apr 25 '16 at 09:11 PM

Works perfectly!

Yeah I am new to custom events I thought I had to call a variable to get it to work so its simpler.

Thank you so much you, I followed you.

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