Unreal Engine 4 Tutorial: Creating References #UE4 #reference #object

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#blueprint #tutorial #wildcard #cast #fail

A bunch of ways to create references to actors, widgets and others!
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This has been the best tutorial on this functionality I have see so far. Especially the part from the 4:00 mark. ;)

IlumenSeeker
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Great explanation, this is one of the most frustrating things when you are a beginner, work on your script for half hour just to do some silly stuff and then your cast or reference isn't a valid one! :)










DonBusso was here.

DonMatek
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this helps me a lot!
Thank you very much for your kind sharing.
Best regards,

zackii
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You did a great job in this tutorial, I learned a lot . your examples and teaching method are clear and easy to understand.

juliodiaz
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This helped me figure out a mod I was working on. Thanks so much!

smcgrath
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Thank you so much I had been stuck on my widget menu system for days and now it’s working

ConnorDoesRugby
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The blue pin in casting (Object (wildcard)) has been a headache but after looking this is like taking an aspiring. Very helpful and useful. I could only after get all actors from class and GET made a lot of stuff to work which was a problem earlier. Huge thanks sir!

tomi
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Literally been trying to figure out how to set another BP object to a var inanother BP. So happy I found this.

napoleonbonaparte
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This is the best tutorial I have ever seen. My god. I have been struggling with this shit for SO LONG DUDE. You saved my life and I owe you everything I own. Thank you so much holy jesus thank you. You're a true lord master class giga gangster and I hope you get 1 million dollars cash money on your porch TUNIGHT. If I had 1 million dollars I would fly that shit right and drop it on your doorstep. I'd ring the doorbell and RUN AWAY cause I don't deserve to be in your presence. I mean holy christ. You made a difference in my life. THANK.

-Ya boi D-Train

blackivy
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5:04 a 3 days search for this answer came to an end !
Finally I could get the component velocity (a sphere falling) to a text widget :-)

FlavioDiniz
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I have an Actor Blueprint with a Mesh and a Widget Component. The Blueprint can be placed in the world by the player and the Widget will update over time(for example: a chest that has a bar which shows the player when the chest is full ). If the player can place multiple chests in the world, how can I reference all the chests individually so that the Widget Component can track them all?(When the player hovers/interacts with a chest, if I use the "Get All Actors From Class" node, how will it know what ID does that particular chest have?) Thank you for your videos and answers on the forums!

byLovebird
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Thanks for the explanation. However, I have a case where I've made a parent of a sort of 'machine gun' type that uses specific type of bullets (different blueprint). Now, I want to be able to create a public variable that controls the speed of the 'bullets/projectiles' and I put as many children on the level as I need, but I want to access through the details panel of the 'machine gun' blueprint. You know, place the 'machine gun' on the level, and change the speed on the fly. So, I thought I'd do casting from 'machine gun' to bullets blueprint and get that variable, or get access to the min/max speed of the projectile. How do I do that cast? Or maybe I'm having a wrong approach?

wolfsblessing
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I am trying to get a reference to another static mesh component located on the parent actor of the actor component I am referencing from.. When I use 'get components by class' to find static mesh components and then 'get' to get the right one - as soon as I connect the array to 'validated get' to set the variable it changes to a different mesh.. any idea why that might be happening?

shrikerecords
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My problem is that i have a gun which is spawned in the level on begin play. When i get reference to using all actors it will be empty until it is spwned and hence gives out error message. How can i get a referemce to the objects which are spawned ?

TheNiranjan
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oh boi, I was stuck for weeks trying to figure out how to reference my AI character with the widget, but 4:00 took all my pains

nahiansharif
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I want my enemy to be able to open door blueprints. Can I do it using this? If so, how?

NateEMG
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Bro I heard that get all actors of class node is very expensive to use. Is it true.

nitadebbarma
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Do u know how do I get a reference for a widget thats its not created on a thirdPersonCharacter, i mean, my widget its created+addToViewport on a simple cube blueprint so I cant use the 'get player character' to conect to the cast node

Neiv
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How i cant cast to not my charapter(my game haven't any pawn or player)

tpsher
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what if i have the same actor duplicated and i want to cast to it ???

mohammaddirani