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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?

Product Version: UE 4.18
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asked Mar 24 '18 at 02:29 PM in Blueprint Scripting

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Cultusfit
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Hey,

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.

Example:

Im my GameInstance there is this function. Within the function there is this event dispatcher.

alt text

Within a Widget Actor there is the binding:

alt text

You can see that i have used the game instance as Target for the Binding. Maybe thats it what is missing.

Cheers

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answered Mar 24 '18 at 03:44 PM

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Raidfire.Net
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avatar image Cultusfit Mar 24 '18 at 10:01 PM

The event tick call to binding was in the characterBP as well as where it tried to send the event

The bind to is in a BP called RevolverWP. I had placed it on event tick as the tutorial had done it on BeginPlay but there were several posting about how spawned actors arent there when the call is made and so would not be able to be found/set up. As weapons would be switched often i figured refreshing it at each tick would cause the call to refresh.

I tried moving the call after the cast variable and now it is giving an error that it accessed none when it hits that variable. Was thinking maybe it had something wrong and tried to just use a cast to...but no object seems to work when i cast TO the weapons BP (which is why i started looking up event dispatchers in the first place). Its an actor with a mesh and scene component...yet no object seems acceptable when placed there...alt text

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