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How do I have a class blueprint call an event in a specific instance of another blueprint?

Hi New to blueprint scripting... here's my problem - I have several buttons. They are instances of a class blueprint that call an event in a different class blueprint. When the second finishes I need it to call an event in the specific instance of the first blueprint that called it. The buttons represent floors for an elevator. When the elevator blueprint finishes executing it needs to go back to the specific button instance to change its color. Help appreciated.

Product Version: UE 4.14
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asked Mar 08 '17 at 10:48 PM in Blueprint Scripting

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This might help, if I'm understanding what you want. On the event you call on your elevator class, and an input variable of the class of your Button blueprint. When you call the event on the elevator from your button, get a reference to self, and plug it into the event. (Right click, search for Self)

The elevator will now have a reference to the button that called an event on it.

In your Button class: alt text

In your elevator: alt text

button.png (51.0 kB)
elevator.png (45.5 kB)
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answered Mar 09 '17 at 12:49 AM

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avatar image SJ7777 Mar 09 '17 at 01:17 AM

That looks exactly what I need - one stupid question though - how do I add the additonal nodes - Im right clicking on the function but cant get the extra input node such as "Button" on your Activate Elevator?

avatar image Mosel3y Mar 09 '17 at 01:24 AM

If you click on the event in the graph, in the details panel you can add inputs by clicking the "New" button, in the Inputs category.

avatar image SJ7777 Mar 09 '17 at 01:58 AM

Thats great! Thanks so much for your help!

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