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Can you have a class BP compnent trigger a seperate class BP?

I have a class BP of something on the ground that when overlapped I "destroy component" so it disappears. How could I trigger this to set visibility on a component in a separate Class BP, like the player?
I'm trying to make it look like I've picked up the item.

Thanks folks.

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asked May 16 '14 at 06:49 PM in Blueprint Scripting

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AttemptD
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avatar image AttemptD May 17 '14 at 05:06 PM

Ok well if there is no easy to do that can someone podsibly explain this...if I have a class BP on the ground...when I move into its volume on component begin overlap the clasd BP is destroyed. .. thr same item is in the players class BP but set to not visible....lbut when I overlap that other class BPs box and the item is destroyed the item on the player needs to toggle visibility. ...simply looking like I picked up the item....

Anyone know jow its possible?? Id I need to do it a different way? Or if theres a good tutoirol I need to watch? ?

Thanks.

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Problem solved. Creating a blueprint intetface. It can be used in any BP, just call an event prop for it if needed. Works wonderfully.

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answered May 19 '14 at 05:44 PM

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AttemptD
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avatar image Ermahgerd_Lulz Nov 22 '14 at 10:52 AM

Can you explain the solution a bit more please? I'm new to UE4 and I'm trying to create 2 separate blueprints, one for a door and another for a switch. When the player moves into the trigger volume of the switch they are able to press a key to activate the door. I'm having no success so far and am not even sure if what I want to do is even possible. Also, I'm interested in knowing how you solved your own issue.

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