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Affect All Blueprints

Hi All,

I have a scene with several of the same bluprint actors and I have an event set up that does this. "Player presses "R" key, actor in blueprint changes material from A to B"

Pretty simple, it works in the scene and it works on one blueprint, but then if I drag another of the same blueprint into the scene, only the most recent blueprint will perform this event, all the previous ones seem to lose the ability to change the material. Is there a way to get all the blueprints to do the same thing when I press "R"? it seems like they should all be performing the same action but only the most recent one will.

Product Version: UE 4.17
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asked Oct 19 '17 at 10:41 AM in Blueprint Scripting

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Dark_Jubei
172 33 46 52

avatar image Iotti Oct 19 '17 at 01:10 PM

Can you show how you are implementing the R key input?

avatar image Dark_Jubei Oct 20 '17 at 03:03 PM

Hey Lotti, here is the whole event graph in the blueprint itself.

alt text

This works the way I want it to, its very basic but it does work fine, just only for the most recent blueprint. I don't want to set up any collision boxes or anything, because I don't think this kind of thing needs it (though I could be wrong). I just need all the blueprints to respond at the same time, to these kind of commands.

blueprint.jpg (748.9 kB)
avatar image Iotti Oct 20 '17 at 04:40 PM

Did you tried to create an Input event on project config and try to called instead the R key, just to make sure?

avatar image mueezkh Nov 09 '18 at 04:07 PM

Any finalized answers to this? Having the same problem

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If i understand correctly:

You can try this: In your Levelblueprint or playerblueprint call at first getallactorsofclass. From this one grab the actor Output and do a for each Loop. From that you can call then for every blueprint a custom Event instead of the r key. Then every blueprint in the Level should perform the same Event. You can also try to use a blueprint Interface.

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answered Oct 21 '17 at 07:39 AM

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Beregron
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