Multiple Event Dispatchers / Array and Cast to

you quastion is hard to undrstand, what you exacly want to do? maybe post screens of your blueprints?

Hello everyone, I have a pickup blueprint that dispatches an event wich adds 1 to a variable “score”, but the event dispatcher only gets one reference per blueprint, I saw some people using “Get All Actors of Class” but I can’t get it to work in any way. Can anyone help me with this?

It’s basically a way to create a score system without tons of event dispatchers
, because each one only works with one actor

From what i understand that you have multiple pickup blueprint and each on have it own event to add score. Why don’t you create event in Character when any character pickup object, call event your created in Character. You then can pass any extra information if you want, like add 1 or 2 score to Character.

Great idea, but how can I make the overlap specific, what I mean is: when you hit mesh A - you get 1 point and when you hit Mesh B - you die, because my first tought was that every collision would count as the same

On your Pickup Blueprint u should already know what type of pick up is it ? So you can specific what type of pickup you overlap and pass that type in when you call event from your Character, in your Character you can sort it out. Or just simply make multiple event in your Character, each one for 1 purpose, like OverlapAddScore, OverlapFatal.

Oh I mean how the BP node logic would be when It comes to the overlap, Like how overlap with A would be any diferent than overlap with B

Ok here some fast demo:

First, i create a custom event in my CharacterPawn Blueprint do add score

13629-addscore.png

After that, in my pickup blueprint, when my CharacterPawn ovelap my component, overlap event on that component will fire, Cast Other Actor to CharacterPawn, then call AddScore from CharacterPawn, add any score you want.

Worked like a charm! thanks man!