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Why some events can be bind on but not others?

I'm creating an actor component blueprint that needs to know when the OnReset event from the owner actor is called.

From my component, I can bind to the owner actor OnActorBeginOverlap event BUT I can't bind to the owner actor OnReset event.

Why? I can't understand the difference between one and another.

Product Version: UE 4.18
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asked Nov 10 '17 at 08:46 AM in Blueprint Scripting

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avatar image Roig Nov 10 '17 at 04:31 PM

Anyone please?

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1 answer: sort voted first

You are confusing Event Dispatchers with Events.



You can learn more about general BP Communications (including dispatchers) in this Training Video: https://www.youtube.com/watch?v=EM_HYqQdToE

Good Luck and have Fun.

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answered Nov 10 '17 at 09:01 PM

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avatar image Roig Nov 10 '17 at 09:58 PM

Thanks for your answer, just i watched this video today :p.

Maybe I don't understood what the video said. But I don't know exactly why I can bind to my actor event OnActorBeginOverlap and I can't with another actor event OnReset.

This image is from my component, I want to make something in the component when the OnReset event from my owner actor is called, only the OnActorBeginOverlap works but i can't from blueprint :s (the node doesn't show in the list..)

alt text

unreal.png (171.0 kB)
avatar image Nachtmahr Nov 10 '17 at 10:09 PM

Oh I See what you reffering to. OnReset is not a Dispatcher so you cant bind to it. But you can make your own Dispatcher and Call that afterwards. Like that:


avatar image Roig Nov 10 '17 at 10:19 PM

Hmmmm so the OnActorBeginOverlap is a dispatcher of an Actor, but OnReset is not, is only the receiver event of an Actor. Isn't it?

In order to notify my components in OnResetLevel (I will make an interface for example) Have I to explicitly call them from the Actor OnReset callback?

Thank you :)

avatar image Nachtmahr Nov 10 '17 at 10:49 PM

OnReset is a Implemetable Event, something else (probably the Level) tells all Actors to execute OnReset. If they do something with it is up to you.

So you got these Options now:

  1. Your Actor Implements the OnReset and tells the Component directly what to do via direct Communication. Has to be done in a Base Class or on each Actor individually.

  2. Your Actor Implements OnReset, gets all Components and Calls a Interface function OnActorReset and passes self as Parameter (optional but convinient). Any Component that Implemented that Interface will get notified including a (Optional) refference to the Actor who called it (your owner).

  3. Like explained before your Actor fires a Dispatcher and Component hooks up to it. But thats still requieres the Actor to call it OnReset.

  4. Modify Engine Code but I guess thats to much to ask now ;P

Edit: as you can See all Options except 4. require you to Implement OnReset on the Actor side. ^^

avatar image Roig Nov 10 '17 at 11:24 PM

Thank you!!!!

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