Event Dispatcher for weapons i'm at a loss
Having problems with event dispatchers. I copied thinks i found in the forums following the steps. Far as I understand my character when should be basically yelling at any BP that will listen. And now my weapon once it is spawned should always be listening
I have checked with print strings that everything makes it to the event in the character (which seems to come back as an error that it accessed none after i exit play)
The weapon works perfectly using strings, i know that it sets all the varibles in the character (has weapon, weapon selected etc approriately) and accepts keyboard input to fire everything right.
So it's just not getting the FireRev event triggered....anyone know why or where i should look I would greatly appreciate it. Is there a step between these two blue prints that should hold something? like the level blue print or game blue print?
In which BPs are those BP Codes located? My first thought is that you need a specific Target as Target Input.
I can present you one of my implementations of event dispatchers.
Im my GameInstance there is this function. Within the function there is this event dispatcher.
Within a Widget Actor there is the binding:
You can see that i have used the game instance as Target for the Binding. Maybe thats it what is missing.
answered Mar 24 '18 at 03:44 PM
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