HTF do I? Blueprint to Blueprint Communication

แชร์
ฝัง
  • เผยแพร่เมื่อ 25 ส.ค. 2024
  • What is Blueprint to Blueprint Communication, or how do I call functions or get variables from other Blueprints, in Unreal Engine 4?
    Source Files: github.com/MWa...

ความคิดเห็น • 65

  • @MartinusTothus
    @MartinusTothus 8 ปีที่แล้ว +18

    Thank you so much for this. Understanding things like BP communication is very hard from original UE4 documentation. I am so grateful that UE4 comunity members like you, do this tutorials to help the newbies in UE4.
    Keep up the good work! Cheers.

  • @coolboysentertainment5846
    @coolboysentertainment5846 6 ปีที่แล้ว +47

    how do i get a specific object in another blueprint? which is not thirdperson character

    • @soco5338
      @soco5338 5 ปีที่แล้ว +25

      Nobody ever shows that. Literally ever example I find just shows how to do it with a thirdperson character

    • @nfrancisj2122
      @nfrancisj2122 5 ปีที่แล้ว +3

      Create a actor variable, and select the object you want.

    • @HyperCazual
      @HyperCazual 4 ปีที่แล้ว

      @@Key_C0de but does it HAVE TO use the level blueprint instead of the character then?

    • @HyperCazual
      @HyperCazual 4 ปีที่แล้ว +2

      this is the real answer:
      forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1342469-communicate-between-a-widget-and-a-blueprint-actor

    • @atenmusic1027
      @atenmusic1027 4 ปีที่แล้ว

      @@HyperCazual Doesn't "Get All Actors of Class" cost more to use though?? I saw a tutorial (That is private now, for some reason) that said it was a bit data heavy and have been a bit timid about using it. It is the simplest way, that I've found anyway but I'm not sure.

  • @Broockle
    @Broockle ปีที่แล้ว +4

    What if you want to cast to something that isn't related to the player controller, character, pawn, or state tho?
    There's a float I would like to communicate to several BluePrints but I don't know how to cast it over.

  • @RSS6612
    @RSS6612 7 ปีที่แล้ว +8

    I'm sure you know this, but you are an amazing teacher.

  • @mathieuvart
    @mathieuvart ปีที่แล้ว

    Trait to the point, easy to understand. Thank you Mathew!

  • @EddieLongStockings
    @EddieLongStockings 8 ปีที่แล้ว

    Wow, after years of trying to understand B2B communication, this 5 minute video explains it perfectly.

    • @MathewWadsteinTutorials
      @MathewWadsteinTutorials  8 ปีที่แล้ว +1

      +Edward Melville Glad to hear it was helpful =) That is the goal I am aiming for!

    • @EddieLongStockings
      @EddieLongStockings 8 ปีที่แล้ว

      +Mathew Wadstein Do you think you can cover replication in 2016? And Merry Christmas!

    • @MathewWadsteinTutorials
      @MathewWadsteinTutorials  8 ปีที่แล้ว +2

      +Edward Melville I am hoping I can cover networking in 2016 as I work towards learning the smaller details of that over the next bit of time.

  • @Broockle
    @Broockle 4 ปีที่แล้ว +1

    You really made the worst most confusing names for everything. But it's a good tutorial.

  • @deniskian6854
    @deniskian6854 6 หลายเดือนก่อน

    More easy and right way
    1. In BadPickup in overlap call Interface with Deal Damage
    2. In Character this Interface make a damage in Character
    3. In Character call UI Widget and update health or binding health in UI Widget
    But in this case you must now about Interafaces
    Already this way in video must be useful to understand connection between Blueprint like say in name of he video Blueprint to Blueprint Communication

  • @danielso644
    @danielso644 7 ปีที่แล้ว +2

    What a flipping genius, love you bro.

    • @homeofcreation
      @homeofcreation 5 ปีที่แล้ว

      This guy dispenses knowledge like cookies from a jar

  • @Rifestt
    @Rifestt 6 หลายเดือนก่อน

    Thank you brother

  • @VirtualWorlds
    @VirtualWorlds 4 ปีที่แล้ว +1

    Just the video I needed to watch, thx! :-)

  • @adamjensen408
    @adamjensen408 6 ปีที่แล้ว +8

    How does this work when there's nothing to plug into the object slot?
    Example:
    I have two blueprints.
    One blueprint for my player (BP_Player) holds the variable IsCurrentlyJumping. Any time my player jumps, IsCurrentlyJumping gets set to true, and when he lands it gets set to false.
    My other blueprint is for a ladder (BP_Ladder). In this blueprint I have a simple box collision for the player to climb.
    This is what I want:
    If IsCurrentlyJumping is set to true, I want the collision on my ladder to be set to No Collision.
    If IsCurrentlyJumping is set to false, I want the collision on my ladder to be set to Collision On (or some variant of this)
    The problem is that I have no idea what to connect to the object plug. There is no "Other Actor" pin or anything of the sort. There's nothing I can plug into Object.

    • @banana9494
      @banana9494 3 ปีที่แล้ว +4

      idk ive watched 3 tutorials and they all use firstpersoncharacter or thirdpersoncharacter. Someone should make a tutorial on how to communicate between any two objects, not just those two T-T

    • @tactilevisions
      @tactilevisions 2 หลายเดือนก่อน

      One option would be to "Get all actors of class", the class being the ladder you've created. You'd then use a "for each" loop and cast to each ladder. You could also look into blueprint interfaces: after implementing the interface, you'd use "Get all actors with Interface" and call the implemented event/function for each

  • @LukinhasGamerS2
    @LukinhasGamerS2 2 ปีที่แล้ว

    THANK YOU SOOOOOOO MUCH

  • @schmoborama
    @schmoborama 12 วันที่ผ่านมา

    1:57
    So what if I don't have a player character? What if I need to do this with chess pieces? There's no generic Actor node that I can Get

  • @hendriklankers1762
    @hendriklankers1762 7 ปีที่แล้ว

    Great video, helped me out real quick!

  • @titouchose6534
    @titouchose6534 4 ปีที่แล้ว +1

    Blueprint to blueprint communication is maybe the most ennoying thing in Unreal I've encounter so far... Thx for the video

  • @edbrown6188
    @edbrown6188 5 ปีที่แล้ว +1

    Hello sir. Your videos are my goto place when I want to know what something is. I am uncertain how to decide which wildcard to use. I am talking about the pin you put the player character node on. I understand that specific casting because I have done it many times but if I was casting to a door or a pickup or some other object how do I determine what to plug in there. I often use 'getallactors' of class and then from the loop check for matching 'enum' to set variables at begin play but I am sure there are more efficient ways. Thank you very much, Eddie

  • @arisynily1882
    @arisynily1882 ปีที่แล้ว

    Because dragging and dropping the variable was too much straight forward. Thanks Unreal

  • @MoonBro
    @MoonBro ปีที่แล้ว

    ok what do i do if its not begin overlap though

  • @errormachine5056
    @errormachine5056 ปีที่แล้ว

    this is driving me nuts! i need the solution to such a simple task but i cant find it. i have an enemy with a hit box on its head. i want my main character to jump extra high when jumping on the enemies head, or basically hits this hitbox. enemy BP has the hitbox, main character BP has the jump ability. i want to create a variable on the enemy BP that says to jump high when overlapping the hitbox that the main characters BP can read and know to jump higher. why is such a simple task so difficult!?

  • @Neiv74
    @Neiv74 ปีที่แล้ว

    What if I want to create two communications, Player+BadPickUp and Player+goodPickUp, instead of only Player+BadPickUp ? It would not work trying to wire the flow execution pin to two or more "Cast To ...", so how should I do to allow my character to have 'BeginOverlap' interactions with multiples blueprints ?

  • @juanpablogomez9122
    @juanpablogomez9122 3 ปีที่แล้ว

    What type of variable is UI Casting??? boolian ?? it looks like some sort of array

  • @Loic-57
    @Loic-57 4 ปีที่แล้ว

    Hello !
    I have a simple question, I think you will have the answer. I have the blueprint of a platform that appears when the actor touches the colllision box. But the problem is that it only one platfrome is visible. How can I do so, when a platform appears, all the palteforme of this blueprint in my level appear at the same time? =/

  • @rodrigueroland
    @rodrigueroland 3 ปีที่แล้ว

    Ok but... When to use EventDispatcher and blueprint to blueprint communication? Thanks for your tutorials :)
    Do you know a good reference about "create a pro game architecture" with unreal, please?

  • @mariuschatillon749
    @mariuschatillon749 5 ปีที่แล้ว

    Short and good explicated, magnifico

  • @Oakstorm1
    @Oakstorm1 8 ปีที่แล้ว

    Thanks for this

  • @ROWBoxing
    @ROWBoxing หลายเดือนก่อน

    mclovin?

  • @mikem.1688
    @mikem.1688 7 ปีที่แล้ว

    Hi, great tutorial! I have question, in my level I have a door whose parent class is Static Mesh Actor. I have a button that has a function that is called when it is hit by a Line Trace from the player. How do I communicate with my door BP from the button BP? Thanks!

    • @MathewWadsteinTutorials
      @MathewWadsteinTutorials  7 ปีที่แล้ว +1

      If both of your items are in the level, in the world outliner, then you can reference them at design time. If you go into your button Blueprint and create a variable that is the same class as your Door Blueprint and then make it Editable this will allow it to be edited in the Editor (World Outliner Details). You can then click on your Button Blueprint that is in your level, in the details panel it should have a slot for your Door Blueprint now (the one you made editable) that you can select the door in your level from. This lets you access the door that you have selected in the editor as a variable in your blueprint.

    • @mikem.1688
      @mikem.1688 7 ปีที่แล้ว

      Thank you! I actually figured it out yesterday, but I pretty much did what u just said. Looking forward to more videos.

  • @funzies2577
    @funzies2577 6 ปีที่แล้ว

    How do I communicate between spawned actors without relying on collision? Say for example to let a summoner know that his spawned creature has died. Or letting another spawned actor trigger an event of another spawned actor. Unfortunately all the tutorials and documentation show how player to actor communication works, but when the actors are both not the player, this method isn't effective (especially if I don't want to use collision to plug into the object pin of the Cast To node).

    • @Prof_Bum
      @Prof_Bum 6 ปีที่แล้ว

      Did you ever found how to do this? It's literally impossible to find a real communication not some overlappin thingy...

    • @phosphornaut6811
      @phosphornaut6811 6 ปีที่แล้ว

      I think you can get a reference to a spawned instance of a class using the Spawn Node which has an Output Pin for instances it spawns to be accessed, which then allows you to reference a specific spawned object, so no need for world collision or trace responses. You'll have to research how though which is what I'm currently doing.

  • @defelozedd94
    @defelozedd94 6 ปีที่แล้ว

    What is the type of the variable UI-Widget please?
    Thank very much, I'll finally be able to create my inventory system. :)

    • @BruceAsbestos
      @BruceAsbestos 6 ปีที่แล้ว

      This..I cannot find the right type either. Any ideas?

    • @defelozedd94
      @defelozedd94 6 ปีที่แล้ว

      Actually I figured out. You have to right click on "Return value" of the node "Create Widget" and click "Promote to variable". It will automatically create a new variable with the right type.

    • @BruceAsbestos
      @BruceAsbestos 6 ปีที่แล้ว

      So you need to drag out the 'Return Value' on the Create UI casting, select Promote to Variable, then rename it. I think this is the way to do it.

    • @BruceAsbestos
      @BruceAsbestos 6 ปีที่แล้ว

      Cheers.!

  • @SSParatov
    @SSParatov 6 ปีที่แล้ว

    Maybe better way make communication thru gameinstance?

  • @LilithLotus
    @LilithLotus 7 ปีที่แล้ว

    thanks alot

  • @TheAlez44
    @TheAlez44 7 ปีที่แล้ว

    I'm trying to communicate a variable from the level blueprint to the widget and i'm doing the connection inside the level blueprint but it doesn't work, it doesn't equal a variable inside the level with one inside the widget. i.imgur.com/ToVwZAI.png
    What can i do to solve this?

    • @MathewWadsteinTutorials
      @MathewWadsteinTutorials  7 ปีที่แล้ว

      The problem with the level blueprint is it is hard to get and set items inside of it. It is an older legacy item from before UE4 had the individual blueprint system. With that said when you create your widget, wherever that is, the output of the create widget node allows you to save that widget reference as a variable. If this is inside your player you can easily Get the player character from your level blueprint and then you have access to the UMG widget you created. Basically you need to find a way to store a reference inside a variable when you create the widget and then have that be easy to find from you level blueprint.
      I would suggest trying to move items out of the level blueprint as well as that is not recommended to be used anymore.

    • @TheAlez44
      @TheAlez44 7 ปีที่แล้ว

      I created everything inside the level blueprint because on reddit people said that was usefull because it starts on launch. Basically, inside the level i have a timeline that starts when i press t. If I create everything inside my player the timeline will still work? I saw your video about timelines and you said they don't work everywhere. Also do you have a video where you explain how to do the player correctly?

    • @MathewWadsteinTutorials
      @MathewWadsteinTutorials  7 ปีที่แล้ว

      If you created everything in your level blueprint then you have you reference to your UMG widget already. After you create the widget, in the output pin, promote it to a variable and you can use that to access it later.

  • @gamingmitmaus6949
    @gamingmitmaus6949 10 หลายเดือนก่อน

    Way too specific, we need something more general.

  • @hejhej5833
    @hejhej5833 2 ปีที่แล้ว