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Can't cast boolean between blueprints

So, probably this is something extremely simple, but i just can't figure out how to do it. I have a blueprint actor that activates when the player overlaps it, changing the value of the boolean to true. alt text

The problem is when i try to connect it to work as a condition for the branch in the "ThirdPersonBlueprint" i have no idea how to make it work. alt text Thank you in advance! :)

Product Version: UE 4.16
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imagen 1.png (204.9 kB)
imagen 2.png (267.6 kB)
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asked Aug 12 '17 at 06:54 PM in Blueprint Scripting

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Mariovip
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Hello Mariovip,

You never need to cast to a widget (usually). The create widget node will give you the reference via its return node. Store it in a variable and you can use that to access the everything within the widget.

EDIT: fixed some horrible typos

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answered Aug 12 '17 at 07:14 PM

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Fjellgnu
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avatar image Mariovip Aug 12 '17 at 07:28 PM

Actually the first image is not from a widget (it's just creating it and putting it on the viewport). The problem is that i want the player only to be able to use that "ability" after he picks up an object.

(thank you btw ^^)

avatar image Fjellgnu Aug 12 '17 at 07:36 PM

I don't really know why I thought it was a widget. ;)

Anyway, you should direct the communication from your blueprint to to the player (if this is something you want the player to use). Use a Cast to 'YourPlayer' node and connect Get Player Controller to the object pin on the casting node.

avatar image Mariovip Aug 12 '17 at 09:04 PM

Thank you so much, this clicked in my mind and i was doing it wrong. Instead of creating the boolean in the actor blueprint, i had to create it in the character blueprint, and then it worked! (this is a photo of how i finally set it up). Thank you so much!alt text

imagen 3.png (69.9 kB)
avatar image Fjellgnu Aug 12 '17 at 10:19 PM

You're welcome!

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