


In the end ithrow all variables to the “Game mode” - whatever itwas intended for (no idea, really!) since you can at least cast to it. So often you will have one cool function ina blueprint, but you can’t access it from where you need it.

Often it is also a one-way street, so you can’t just cast to every blueprint. If you know which function you wanna call then why can’t you just call it, what is this cast stuff al about? I will never find out. You can “cast” to some blueprints which is totally unintuitive since you will “cast” to some other friggin blueprint to access a function in it. SO what about all that cool stuff in your level blueprint? For some weird reason i will never find out the level blueprint can access stuff from all other blueprints, but you can ever access the level blueprint from another bueprint(Level Blueprint should have a “one way” sign on top). The good life ends when you add blueprints to actors - you can do wonderful things, but hell breaks lose once you need to access one blueprint from another. Never look back, never care how bloated it becomes, at least that always works.
NOOBS GO BACK TO OVERKILL PRO
If you’re a pro you just try to throw all logic into the level blueprint. Why can’t we just right click anything and make a reference from a unique name something like “Myshittysword” and use that from anywhere? Within the same blueprint you can use the neat blue line from the spawning as a reference, but that’s where it ends.Words can’t describe how many hours i have tried to get a reference to something and in the end i just gave up and either just threw it into the map and made it invisible until i need it or just spawned it from a different blueprint. Since you didn’t throw it in the level you can’t select it. Unfortunately it gets much harder if you spawn an actor from a blueprint. Pro trick: use the level blueprint - it can take pretty much everything. Well at least if you didn’t fumble around too much already in the blueprint, after a while the selected object gets kinda “lost” - easy fix - save and close blueprint, select that actor and open the blueprintagain and Tadah you can create a reference. Good news: For stuff you placed (“threw into the map”) you can select them and open the blueprint and right click anywhere to create an Reference. So you google and - Tadah you need a reference. You try to move/change/kill (“Destroy” for Pros) that ■■■■ thing but no chance. As a beginner you think if you throw a 3D model in your level and name it “m圜oolSword” that would be good enough as a reference, but obviously not. Whenever you wanna interact/change/destroy/annoy any object (“Actor” for pros) you need a “reference”. SO if you finished laughing and have some goodtips for me - that would be appreciated as well.

NOOBS GO BACK TO OVERKILL PROFESSIONAL
So everything is welcome- from serious bashing to professional help and a few cheap laughs. īut here’s some stuff I’ve been stumbling over - more or less constantly and could never really solve it. I started some projects and still keep programming on one game - and yes despite all hardships and ignorance of mine thisone will turn out to be great. Well 8 if you count when i really started to do more than just click the “play button” in example projects. I use UE4 sine February 2017 - so that is nearly 9 months now. Aight - before some of you explode - this is meant to be a “bit” sarcastic.
