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How do I take off a target on a variable to make this work?

So I'm setting up a blueprint where when you click E and open it, it will pop up the Kiosk Widget UI. I'm doing it how I did my Pause Menu set up (on my ThirdPersonCharacter Blueprint) so I'm assuming I get an error when I compile because it may not able to reference my variables from my ThirdPersonCharacter but I'm not sure how to properly target it.

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Help understanding and fixing it would be much appreciated. I will upload any needed screenshots if these two aren't enough to go on.

Product Version: UE 4.18
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asked Mar 19 '18 at 05:44 AM in Blueprint Scripting

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zeltparker
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1 answer: sort voted first

I'm not sure about your setup. But what error tells us is that you need your ThirdPersonCharacter_C linked to target input on those nodes. You need a reference to your ThirdPersonCharacter_C in this blueprint. If it's your player pawn you can easily get it with "GetOwningPlayerPawn" node. You may need to cast it to ThirdPersonCharacter_C as next step and finally link it to target inputs. Hope it helps :)

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answered Mar 19 '18 at 08:37 AM

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AyanMiru
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avatar image ThompsonN13 Mar 19 '18 at 02:59 PM

yup basically its trying to get the kiosk reference but it doesnt know where to get it from. you just need to get a character reference and cast it to the thirdperson character as ayanmiru said above

avatar image zeltparker Mar 19 '18 at 11:58 PM

Hey @AyanMiru , I attempted what you said and am not sure if I did it right. I tried getting different Pawns to target but no luck so far.

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Is this what you were thinking?

avatar image ThompsonN13 Mar 20 '18 at 12:29 AM

this one wont work because you didnt connect the execution pin to anything. you see the white pins on the cast node? those need to be connected otherwise the nodes wont do anything.

avatar image zeltparker Mar 20 '18 at 12:35 AM

Hey, thanks @ThompsonN13. The thought occurred to me for a short second but I didn't know if it needed to be connected or what I would even connect it to. I'm still pretty new to Unreal so I really do appreciate the help guys! What would I have connected if to using that way? This will likely be more convenient then setting up another Ref variable every time so I'd like to learn.

avatar image ThompsonN13 Mar 20 '18 at 12:39 AM

just put it inline with the script so in this case probably just before the is valid node.

avatar image zeltparker Mar 20 '18 at 12:47 AM

Thanks. Haven't verified that it works yet but will check soon. One last question though. Will these questions and replies stay on my profile? I'm hoping to be able to look at my questions on my profile in case I happen to forget something or need to reference something I've learned.

avatar image ThompsonN13 Mar 20 '18 at 01:05 AM

yea it should stay there as long as theres an answerhub. it may not be the easiest to find but theyll be there

avatar image zeltparker Mar 20 '18 at 12:15 AM

So I tried making a reference variable in the Kiosk BP when that (method from you guys)didn't work and it seems to have worked out in a way that lets me compile it but due to the compile area, I had to add the blueprint to the level. So I guess I figured it out mostly aside from my widget not being lined properly and such. Either way, thanks guys!

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avatar image AyanMiru Mar 20 '18 at 01:55 AM

Glad it worked out. Thanks to ThompsonN13 :)

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