How do you implement an interface?

So I am following the docs on interface creation/implementation and I am not seeing what the doc says I should see.

https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Types/Interface/UsingInterfaces/index.html

I created the blueprint interface. I added a function inside the interface and gave the function a bool input and a bool output just to test. Saved it.

Then I went in my blueprint that I want to use the interface in and added the interface to it using the blueprint props.

Then, I right click the event graph to add an event based on the function I created(per the docs), but nothing shows up under events in the context menu.

The function appears under Call Functions and Interface Messages, but nothing under Add Event as the Docs suggest.

Hey Zeustiak,

In order to use the function as an Event, your function must only have Inputs. The inputs become the output connections when spawned as an Event, and the Input are used as they would when calling the Event.

I hope that helps,

Peace

That did it, thanks!

If a dev reads this, please update the Documentation with this information! :slight_smile:

I find interfaces and communication in general a little clunky to work with intuitively. Would be nice if they could simplify it further.

It is still out of date — needs better explanation of usage I reckon.

If the Updated is firing then plug your input string into that node to make sure it is firing. If it is then your problem is in the set text node.

Have you tried converting the string to a Text variable type before trying to render it? From what I understand that is the ideal method of text rendering.

Any idea why the event never fires?
I’m trying to do an interface usage where if I stand on a block it adds a “.” to a string and send the result to a RenderText actor’s text string.
Both blueprint actors have the interface implemented.

No, unfortunately, the string: Updated doesn’t show in the log.
only stuff from the other actor does.
When I debug the textactor interface event, nothing comes out of it.

{UPDATE} - I fixed this using a GetAllActorsOfClass and Get to produce my TextActor blueprint before calling the function messenger SillyFunction.
That works.
I guess the object variable sucked out of the SillyFunction target, even though it is assigned with a value (TextActor) in the Details panel, doesn’t find it.