I spent two days on researching about how casting in Unreal works and this is by far the only video who explains it on a holistic approach. German excellence. :) Thank you for the video.
Es ist wirklich beeindruckend wie gefühlt ganz UA-cam bislang daran scheiterte das mal sinnvoll zu erklären und man es unnötig schmerzhaft selbst lernen musste. Danke für das Video^^
Ich versteh's halt auch nicht, warum jeder denkt ein "Cast To Third Person Character" wird schon genügen... Hatte auch den gleichen Frust mit Blueprint Interfaces. Hab dazu jetzt auch ein Video oben, falls du da mal Probleme haben solltest. Cheers!
Man thank you! Someone finally answered my question in a way that is more complete. most of the video about casting is just to cast the player character to object without out explaining it
I understand now. Thank you! For anyone who still got stuck, make sure to use the picker tool on the variable and pick the blueprint that youre casting to.
Wow, the object pin was exactly my problem. I'm super new to Unreal and thought it would take forever to find the answer and this was the first video. Thanks!!
This is why programming helps. The cast node does not know what to cast to so it needs a instance of an object. Obivously, i mean you have to determine what instance should be casted to what type of class. It is not too crazy tbh. In programming language it is exactly the same.
Yes! This is perfect great work. I had so much trouble with this too and you're right everyone just says get third person character. What a cop out, they never explained why. I bet even they didn't know tbh
But you forgot to mention that you had to Pick the specific Jboy Actor inside the editor, or am i wrong? I mean, if you just create the actor reference variable inside of the blueprint, the cast still wont know which exact blueprint you're talking about. You can see in the details panel what I am trying to say - at 3:35 after selecting your BP_JBoy, under "Default", there is the dropdown menu for your public actor reference variable and you had to put in "BP_Jboy2", or else it would say "none" and the cast would fail. Just trying to understand, here - im not criticising
@@RMC_yeah, dont worry - blueprint communication IS really confusing in fact. If you're trying to do replicate this tutorial, just know, that he forgot to show one step. He needs to set those variables that he exposed, inside the viewport. If you're trying to get a grip of BP Communication in general, heres a tip; it really helped me to watch those learning streams vom Unreal Engine by Zach Parrish. Search for the Topic "Blueprint Communication" and also try to understand "Blueprint Hierarchy", that helped me a lot as well
That stupid Object pin was driving me nuts. Now I know what to plug into it. If you cast to Class (i.e. the purple blueprint node) then you're in another world of pain. I still don't understand what that's even for.
LMAAAAAAAAO, you named the exact reason why i ended up here. I KNOW I CAN CAST TO A THIRD PERSON CHARACTER! haha but not im staring at the blank void ripping slowly into the heart of my existence called "object"
i am trying to get a health variable from an actor so I can make a heath bar above to AI I needed to cast to my Actor So I could get the variable but after using an object reference it lets me get the variable but doesn't show the percentage correct. can anyone please help me.
this is super helpful but im still unsure how to do this with a widget? when exposing the varaiables at 2:50 I can't then edit them in the Outliner/Details window since they're not in the scene :(
Help!! Still doesn't work (cast fails) because you set the value of them to the blueprint class without telling us how. At 2:53 you mention you made it editable so then you can edit it in the viewport, but I am doing this in the gamemode class so changing the value in the viewport is not possible. In the details pane it's labeled 'none', and I CANNOT change this value whatsoever. Like how do I connect it in the details pane???
Excellent video really helps understanding the fundamentals...I am still stuck though I'm trying to reference a widget BP inside of a component BP but I cant find an object that works, "UserWidget" object doesnt work?
When you create the widget, save the reference as a variable - for instance creat the widget in the game mode and then promote it to a variable. Then get the game mode. Then cast to the game mode. Then access the widget variable.
Hey! Auch wenn das Video schon etwas älter ist: Wenn ich eine Funktion habe, die z.B. ein ItemSet benötigt, kann ich dann auch einfach nur eine Variable erstellen, die den Typ des ItemSets hat? Ohne dafür eine Referenz zu benötigen? Also angenommen: EquipItemSet ist eine Funktion und als Input benötigt sie das ItemSet. ItemSet ist eine File, die bassierend auf einer C++ Klasse erstellt wurde (ItemSet) z.B. Test_ItemSet.uasset (ist ein ItemSet) Würde ich dann einfach eine Variable erstellen, die: Test_ItemSet.uasset als Variable Type hat? Oder muss ich noch eine Objektreferenz dafür erstellen? (Irgendwie über die Asset Registry oder so) Weil die Variable an sich, ist ja "leer"?
So I’m made ammo current ammo and a box that’s attached to a blueprint but when I cast the box to my rifle nothing happens I hope this is helpful but if your open to helping let me know
Almost made it work..... I'm trying to cast to another actor to use a boolean in it. The other actor is a trigger zone which I made switch a bool on when walked through. I then want a thing to happen when the player walks through that zone. So I cast to the trigger and then have a branch. I then connected from 'As Trigger' from the cast and the condition of the branch with the boolean of the zone. But that gives me an error saying it can't find the bool. So.... I'm at a loss once more 😅
thanks, i understand now but now my cast still just fails, im trying to read a value from a child bp but casting to the parent and doin this trick fails the cast
If you cast to the parent object, the cast will be successful, but the reference cast will not have the child blueprint variables because of the way inheritance works. You have to cast to the child blueprint. You can't get around this.
@@WeirdOne19142 oh fr? the variable is created in the parent tho, its not a child only variable. Its just set in the child bps. Does that still not work? thanks for the respond btw!
Why do you cast for this? Just use getClass, plug in the reference and there you go. For what you did in the video casting is absolutely unecessary. And usually you do have a variable that is at least the parent class of almost all acters you want to cast to. E.g. if you want have a circle, rectangle and a triangle then the parent class of all those 3 is shape so you if you'd do anything with triangle, circle, rectangle you'd cast to shape because shape has all functionality that those 3 have. If the objects have barely any similarites then don't use casting but interfaces instead. But what you did is kinda questionable to say the least. And this is not only Blueprint related btw, the concept applies for programming languages like C#, Java and even C++ as well. IK C++ has no interfaces but that doesn't mean you can not make them.
This tutorial totally made me understand such a crucial element of the Blueprints in Unreal -- Thank you!
I spent two days on researching about how casting in Unreal works and this is by far the only video who explains it on a holistic approach. German excellence. :) Thank you for the video.
This was the most clear explanation of Casting Ive seen. Thank you! I finally get it :D
Es ist wirklich beeindruckend wie gefühlt ganz UA-cam bislang daran scheiterte das mal sinnvoll zu erklären und man es unnötig schmerzhaft selbst lernen musste. Danke für das Video^^
Ich versteh's halt auch nicht, warum jeder denkt ein "Cast To Third Person Character" wird schon genügen... Hatte auch den gleichen Frust mit Blueprint Interfaces. Hab dazu jetzt auch ein Video oben, falls du da mal Probleme haben solltest. Cheers!
Underrated tutorial I recommend this to anyone trying to learn about Unreal Engine! Thank you for this.
thanks for this videooooo dude you helped me a lot
You’re a life saver. Been struggling with this for years. Sub
Just a genuine thank YOU!!!! in 5m I learn more than in the past month....
Thank you for this, the concept now makes sense
Man thank you! Someone finally answered my question in a way that is more complete. most of the video about casting is just to cast the player character to object without out explaining it
this was so short but so helpful. i understand calling objects so much more now
I was looking for hours you are a blessing tysm
Finally someone who can help, especially with the object matter. :)
oh my god you're both hillarious and awesome with that charts
I've been struggling with this for so long, thanks a lot!
Just what I needed thank you! Literally watched 3 videos before yours that all used the cast to character example.
THANK YOU SO MUCH I COULD NOT HAVE FIGURED IT OUT WITHOUT YOU
I understand now. Thank you! For anyone who still got stuck, make sure to use the picker tool on the variable and pick the blueprint that youre casting to.
Finally someone who understands the frustration of opening an Unreal tutorial on UA-cam and the first 5 minutes is all about whiskers
Wow, finally someone explained it! And did it perfectly! Thanks :)
omfg i love your style of teaching
This was most helpful about the case, thank you.
O M G MAN! Thank you A LOT! Thet was THE BEST video on this topic on whole youtube.
The best way to explain something is to voice the frustration and the confusion that is expected for that thing to cause :)
Thank you very much, I have been looking for this for a long time
What a way to explain. Amazing video!
Wow, the object pin was exactly my problem. I'm super new to Unreal and thought it would take forever to find the answer and this was the first video. Thanks!!
This is why programming helps. The cast node does not know what to cast to so it needs a instance of an object. Obivously, i mean you have to determine what instance should be casted to what type of class. It is not too crazy tbh. In programming language it is exactly the same.
Man this was so helpful, thank you!
you just cleared up months of confusion for me!
You're a great teacher dude!
Yes! This is perfect great work. I had so much trouble with this too and you're right everyone just says get third person character. What a cop out, they never explained why. I bet even they didn't know tbh
this info was extremely helpful, thank you very much
Perfect Tutorial! Thank you
Thank you my dude! everyone just cast to 3rd person is insane
Need more tutorials presented this way. Thank you !
But you forgot to mention that you had to Pick the specific Jboy Actor inside the editor, or am i wrong?
I mean, if you just create the actor reference variable inside of the blueprint, the cast still wont know which exact blueprint you're talking about. You can see in the details panel what I am trying to say - at 3:35 after selecting your BP_JBoy, under "Default", there is the dropdown menu for your public actor reference variable and you had to put in "BP_Jboy2", or else it would say "none" and the cast would fail.
Just trying to understand, here - im not criticising
Yeah I agree. As a beginner trying to figure out what my problem was, that part was confusing to me. I'm not sure why he skipped over that part.
@@petarpehchevski3d338 well probably just a mistake while editing or something
thanks for pointing this out
hmm so how am I meant to create the variable then? I'm still confused
@@RMC_yeah, dont worry - blueprint communication IS really confusing in fact.
If you're trying to do replicate this tutorial, just know, that he forgot to show one step. He needs to set those variables that he exposed, inside the viewport.
If you're trying to get a grip of BP Communication in general, heres a tip; it really helped me to watch those learning streams vom Unreal Engine by Zach Parrish. Search for the Topic "Blueprint Communication" and also try to understand "Blueprint Hierarchy", that helped me a lot as well
Thank you! I was stuck for like 3 hours!
Nice video about whiskers bro). Try to make one about casting.😅
One word. Genius!
Thank you so much. Life saver 🙌
OMG! FINNALY! Thank you bro. Just thank you. I wish happiness to you and your family. May the Lord keep you. You are the best person on this earth.
Thank you so much for this video ❤️❤️
You save my life!
I still get a cast failed :( trying to cast to a BP containing a static mesh.
Ur a hero
Thank you so much, W bro
Greate explain dude
yeah nice job dude!
That stupid Object pin was driving me nuts. Now I know what to plug into it.
If you cast to Class (i.e. the purple blueprint node) then you're in another world of pain. I still don't understand what that's even for.
LMAAAAAAAAO, you named the exact reason why i ended up here. I KNOW I CAN CAST TO A THIRD PERSON CHARACTER! haha but not im staring at the blank void ripping slowly into the heart of my existence called "object"
Thank you!
OMG BEST TUTORIAL EVER MADE FOR IDIOTS LIKE ME, FINALLY UNDERSTAND :D THANK YOU SUBS AND LIKED
Goob very good example
Amazing
I actually found out if you only have one thing with that name you can just connect the node to itself 😅 connect the as 'whatever' to the object pin✌️
Still didn’t work for me. Not sure what I’m doing wrong. I keep getting cast failed. I have it spawning but still didn’t work. Very frustrating.
THANK YOU!!!!
Thankk you very much dude
thanks man
thank you so much
thank you,thank you,thank you
I try with the type "character " but it doesn't work :(
wow thank you. can you show us example with using animation blueprint in an actor blueprint?
Thank you SO much T_T
fixed may problem this video
i am trying to get a health variable from an actor so I can make a heath bar above to AI I needed to cast to my Actor So I could get the variable but after using an object reference it lets me get the variable but doesn't show the percentage correct. can anyone please help me.
this is super helpful but im still unsure how to do this with a widget? when exposing the varaiables at 2:50 I can't then edit them in the Outliner/Details window since they're not in the scene :(
did you find a way to do it with a widget?
LEGEND..!
hi this is great but it doesn't work for me please help
Help!! Still doesn't work (cast fails) because you set the value of them to the blueprint class without telling us how. At 2:53 you mention you made it editable so then you can edit it in the viewport, but I am doing this in the gamemode class so changing the value in the viewport is not possible. In the details pane it's labeled 'none', and I CANNOT change this value whatsoever. Like how do I connect it in the details pane???
Thanks
Awesome tutorial bro! Thank u so much
Sub'ed🎉
What about spawned objects?
Excellent video really helps understanding the fundamentals...I am still stuck though I'm trying to reference a widget BP inside of a component BP but I cant find an object that works, "UserWidget" object doesnt work?
When you create the widget, save the reference as a variable - for instance creat the widget in the game mode and then promote it to a variable. Then get the game mode. Then cast to the game mode. Then access the widget variable.
@@WeirdOne19142 What if you dont have a game mode?
@@IoSkyBoyoI you have to have a game mode. If you don't make one, unreal gives you a default one.
@@WeirdOne19142 A year later but thanks for your comment dude, you helped me a lot
Hey! Auch wenn das Video schon etwas älter ist:
Wenn ich eine Funktion habe, die z.B. ein ItemSet benötigt, kann ich dann auch einfach nur eine Variable erstellen, die den Typ des ItemSets hat? Ohne dafür eine Referenz zu benötigen?
Also angenommen:
EquipItemSet ist eine Funktion und als Input benötigt sie das ItemSet.
ItemSet ist eine File, die bassierend auf einer C++ Klasse erstellt wurde (ItemSet)
z.B. Test_ItemSet.uasset (ist ein ItemSet)
Würde ich dann einfach eine Variable erstellen, die: Test_ItemSet.uasset als Variable Type hat?
Oder muss ich noch eine Objektreferenz dafür erstellen? (Irgendwie über die Asset Registry oder so)
Weil die Variable an sich, ist ja "leer"?
Cast on Level blueprint fail to me
Would this be a way to Combine two gamemodes?
explanation which even idiots understand. Exactly what i want :-)
how to give a tag on objects?
So I’m made ammo current ammo and a box that’s attached to a blueprint but when I cast the box to my rifle nothing happens I hope this is helpful but if your open to helping let me know
didnt work. why is getting a variable from another script so fucking difficult?
Tutorial is not complete. Per usual. Just read the comments....
Almost made it work..... I'm trying to cast to another actor to use a boolean in it.
The other actor is a trigger zone which I made switch a bool on when walked through. I then want a thing to happen when the player walks through that zone.
So I cast to the trigger and then have a branch. I then connected from 'As Trigger' from the cast and the condition of the branch with the boolean of the zone. But that gives me an error saying it can't find the bool. So.... I'm at a loss once more 😅
@@jobenco5757
not exactly...
just made my trigger zone do everything I wanted the actor to do.
"Get Actor of Class" can work better sometimes.
Or cast to the Class instead of the Object.
thanks, i understand now but now my cast still just fails, im trying to read a value from a child bp but casting to the parent and doin this trick fails the cast
If you cast to the parent object, the cast will be successful, but the reference cast will not have the child blueprint variables because of the way inheritance works. You have to cast to the child blueprint. You can't get around this.
@@WeirdOne19142 oh fr? the variable is created in the parent tho, its not a child only variable. Its just set in the child bps. Does that still not work? thanks for the respond btw!
is it work on 5.4?
you son of a bitch this was actually gold right here fuckin cheers!!!!
super witzig erklärt 🙂 grüße
interesting to understand this incredible confusing cast to
get player character makes another problem and that is multiplayer :( thanks a lot
Wow, that didn't help at all. Thanks.
Welcome to mfs trying to teach unreal
why is this tutorial called how to cast when in reality you're explaining the object wildcard ?
Genial
So close to being a great tutorial, but then you just skip over what to do if the actor doesn't exist before you cast to it.
Easy: Create it befor casting to it.
Why do you cast for this? Just use getClass, plug in the reference and there you go. For what you did in the video casting is absolutely unecessary. And usually you do have a variable that is at least the parent class of almost all acters you want to cast to. E.g. if you want have a circle, rectangle and a triangle then the parent class of all those 3 is shape so you if you'd do anything with triangle, circle, rectangle you'd cast to shape because shape has all functionality that those 3 have. If the objects have barely any similarites then don't use casting but interfaces instead.
But what you did is kinda questionable to say the least.
And this is not only Blueprint related btw, the concept applies for programming languages like C#, Java and even C++ as well. IK C++ has no interfaces but that doesn't mean you can not make them.
Thats not the point of the video.
so this just straight up doesn't work wtf.
Tbh i got so tired to understand this command. Just use interfaces guys
watched whole vid and still fails
🙏
does not work