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How do I use a widget OnClicked event as an event trigger in another blueprint?


I'm trying to set up my blueprints so that by clicking on a button in a widget, it causes an event to fire in another blueprint class. I can get them to both work independently but I cant get them to sync up to the same event. (Tried using custom events)

Any help would be appreciated!

Product Version: UE 4.13
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asked Oct 11 '16 at 01:37 PM in Blueprint Scripting

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Hey Benoy_Jamie-

You will have to get a reference to your actor in the level with the event to call. You can then use the reference to call the desired function from inside your UMG OnClicked event.

alt text


Doug Wilson

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answered Oct 11 '16 at 03:54 PM

avatar image RuBrennan Oct 27 '17 at 09:45 AM

Hi Doug, Ive got a similar question (a year after you've answered the above).

I've got two blueprints that I can just about understand. One is 3d Widget menu blueprint with buttons that I copied from a tutorial. In the tutorial the one of the buttons is linked with an 'apply radial force' event in the level as seen below: alt text The second is an asset switching blueprint that allows you to switch the visibility of 2 different assets - by pressing the grip button on a motion controller - as long as the character is overlapping with a box collision, shown below: alt text Id like the bottom blueprint to be triggered by the top one - but im not entirely sure how to connect the two blueprints. Any help would be much appreciated.



avatar image Doug E ♦♦ STAFF Nov 01 '17 at 04:08 PM

Hey RuBrennan-

If you want your bottom blueprint to respond to events in the top blueprint, the top one would need a reference to the bottom. You can then use that reference to call any of the functions present in the bottom blueprint.

If you have any further questions, it would be best to create a new post for the issue so that the information is easily searchable and does not get lost in this post.

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