Two Events for one Outcome

Hello,
I’m very new to blueprints and Unreal Engine in general, so please excuse my lack of knowledge. I was trying to make it so that two events are required for an outcome to be executed. How do you do that?

Thank you.

Np, that’s what answerhub is for! :slight_smile:

So you probably want to do this using AND boolean node and a branch. Tell a bit more what you want to achieve?

Events are fired and executed until it finish, and nothing happens after its end.

You may use bool variable in your events, something like each event his variable, and check if the other bool is already checked. (I don’t really know what you want to do)

I have an overlap event in a blueprint for one of my sprites, and it casts to a custom event in a character that flip flops an HUD on and off of the screen. So far, I can get it so that when you come within the bounds the HUD comes on, and comes off when it leaves the bounds by having an End Overlap and a Begin Overlap. However, I would like the HUD to pop up only if you click my sprite and are within the bounds.

So you can do something like : the begin/endOverlap event set a bool variable to true/false in the character BP, if the player is in the bounds. And if the player click on the sprite, the event fired by the sprite check this bool variable and add or remove your HUD

Tell me what I’m doing wrong, please.

the “other actor” node from “ActorEndOverlap” can’t be connected to something outside his exec chain … If BP_Character is the pawn of the player, you can use something like “get player pawn”

I tried both “get player pawn” and “get player character”, but to no avail. I decided to cut and paste the cast to this blueprint. For testing purposes, I replaced the click with E input. I can’t get the clicking to work. Is there something that I’m missing?

Does it works with E ?
Is A_OldMan_BP your player pawn ? or what’s the aim of the “enable input” ?
I don’t understand your “Sequence → branch” in your “EndOverlap”

Yes, it works with E. OldMan_BP is not my player pawn, it’s just an actor in the game that the character interacts with (I think). Enable input allows E to work. The branch determines whether or not to send an execution based on whether or not the character is overlapping.

If it works with E, it’s the OnClicked the problem … Maybe it’s not the good actor which is firing this event, or something must be configurated somewhere else …