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Dynamic Material not updating when triggered.

I'm creating a 3D HUD with several on/off indicators. The first six are updated every tick and work perfectly. The others are triggered by a variable change in another blueprint through an interface. Everything appears to be communicated properly, the integer variable being passed from the other blueprint is accurate when I try to debug with breakpoints, and the Set Vector/Scalar Parameter nodes even claim to be firing, but the actual materials refuse to change. I do understand it's a bit turgid. The goal for the set that is not working is to light up the bullet type that is currently in use.

https://answers.unrealengine.com/storage/temp/266675-event-tick-functional-1.png

https://answers.unrealengine.com/storage/temp/266676-event-tick-functional-2.png

https://answers.unrealengine.com/storage/temp/266677-interface-triggers.png

https://answers.unrealengine.com/storage/temp/266678-interface-implimentation-non-functional-1.png

https://answers.unrealengine.com/storage/temp/266679-interface-implimentation-non-functional-2.png

Product Version: UE 4.18
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asked Jan 27 '19 at 06:33 PM in Blueprint Scripting

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Mutt_Siek
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Turns out you can't successfully cast to a variable in a blueprint reference inside the TPCharacter blueprint. Something was out of scope by the time the material function was called. I mimicked the functions I was using inside the gun blueprint directly in the TPCharacter and called the function from there. It seems to work perfectly now. alt text alt text alt text alt text

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answered Jan 28 '19 at 09:43 PM

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Mutt_Siek
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