Need help with basic blueprint communication

Hi!

I need to reference my BP_A_Actor in my BP_B_Actor. How can i do that without using “Get All Actors Of Class Node” as my actor dies at some point and i don’t want to receive error messages after that? Casting would be a good option, but i don’t have “Event ActorBeginOverlap Node” or something similar to get an easy object reference for the cast. I want to start with “Event BeginPlay”.

All you have to do is to save a reference to the other actor. How you get this reference is up to you. If you spawn them using code or blueprints, then after spawning each one you can store the references and then set the reference inside each actor to point to the other one.

Example:
Actor A and B is spawned and you store a reference to both.
Actor A.OtherActor = Actor B.
Actor B.OtherActor = Actor A.

You can also set these things by first spawning the two actors then exposing the variable inside the actor and manually setting the reference inside the editor itself.

Give me some info on how you spawn them and I can help you further.

Okay so i can store a reference with spawn node in the BP i created it, but how can i get that reference to a different one.
Example: I have BP_C creating BP_B with spawn actor so BP_C has the reference, but i want it in BP_A. (All actors)
How is the pointing done exactly?

I tried your second suggestion and once the actors are spawned, exposing the reference variables worked perfectly, thanks! However at the moment my actors are spawning at a later point in the game.

You have to make a variable and then set the variable after they are spawned. Just drag a line out from the node of the first actor and write set . Then the node that sets that reference will show up. Now you just have to plug the other actor into that SET node.