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Blueprint communication Question(s)

First off, Thanks for Reading!

Hi I am working on a VR project based on the UVRF template by @Eniks (amazing template! You should check it! Link below) So the project has the following things in it; A Roll door (with animation) A button to close the Roll door (for now an overlap event in the door blueprint) A lamp (just a light) A Jig (static mesh with animation) Some parts (static meshes that go into the jig)

The way it should work: At begin play the door is open and the light is burning a color, let’s say red. The jig is empty and the parts lay on a table. When you press the button to close the door nothing will happen because the jig is empty. But when I pick up the parts and place them in de correct position on the jig, the light turns green and the door closes when the button is pressed. When the door is closed the jig starts its animation The door opens after the jig animation is completed and the light turns orange again. And the process could be repeated as long as one would like. So here comes the question; What is the best way to communicate in this process between the blueprints? I tried it with event dispatches but that gave me errors that I wasn’t able to solve I tried a blueprint interface, but that just ran the whole thing without waiting on each other. I really hope that someone could point me in the right direction as I have no clue on where to go right now.

Oh, and if you have any questions, please ask!

Thanks in advance,


(sorry if it was hard to read, I’m not a native English speaker)

(Here is that link I was writing about in the beginning: https://forums.unrealengine.com/development-discussion/vr-ar-development/1381972-uvrf-handpresence-template-for-rift-vive-free-shooting-range-update-1-2-bow-archery-range-directional-and-rotational-grabs )

(I also posted this question in the forum; https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1450622-blueprint-communication-question-s

Product Version: UE 4.19
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asked Mar 26 '18 at 10:17 PM in Blueprint Scripting

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avatar image Ruffhaus Games Mar 27 '18 at 01:02 AM

Can you share what the errors you were getting with the event dispatchers were? Without seeing the implementation it's hard to say exactly what is wrong with the setup but by what you are describing all 3 main blueprint communications methods (Casting, Event Dispatchers and Interfaces) should be usable in this situation. If you could show some pictures of your setup it might help with getting some more thorough answers.

avatar image Mettus Mar 27 '18 at 07:05 AM

Hi Ruffhaus games,

I made a test project in the third person character template (so i don't have to put on the occulus every time i want to test something.

Here are some pictures with the blueprint interface method. Scene JigBlueprint_overall JigBlueprint_JigReady JigReadyInterface ConeBlueprint

I hope this helps clarify what i am doing wrong!

Thanks in advance!


scene.png (595.6 kB)
jigbp-overall.png (135.5 kB)
jigbp-ready.png (98.7 kB)
moveconebp.png (49.5 kB)
avatar image toni.alatalo Mar 27 '18 at 09:13 AM

So what's the error you get?

avatar image Mettus Mar 27 '18 at 10:09 AM

That's just the thing,

I don't get any...

The event just doesnt get fired.

here are some pictures with a event dispatcher included JigBP-ready02 overall MoveCyllinderBP

jigbp-ready02.png (59.4 kB)
overall.png (455.8 kB)
movecyllinderbp.png (138.2 kB)
avatar image Mettus Mar 27 '18 at 09:01 PM

So after a little digging there apparently is a casting failure... Can Someone point me in the right direction on how to resolve this? CastingProblem1 alt text

castingproblem1.png (345.6 kB)
castingproblem.png (301.5 kB)
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