Referencing Actors

A How To Guide for Referencing Actors in Unreal Engine.

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By establishing reference to an Actor, you can access its Properties, Variables, Events, or Functions (if applicable) during gameplay through Blueprints or C++ and alter them to suit your gameplay needs.

Say for example you want a light to turn on when a player enters a Trigger Box, having reference to the light and the Trigger Box will allow you to do so by tying the light Actor to the OnComponentBeginOverlap Event of the Trigger Box (in which case you could turn on the light).

Getting proper reference to an Actor is also important for communication between Actors, as incorrectly specifying a reference will result in failed communication and undesirable results.

Implementation Guide

The Blueprint Visual Scripting system in Unreal Engine is a complete gameplay scripting system based on the concept of using a node-based interface to create gameplay elements from within Unreal Editor. As with many common scripting languages, it is used to define object-oriented (OO) classes or objects in the engine.

This system is extremely flexible and powerful as it provides the ability for designers to use virtually the full range of concepts and tools generally only available to programmers. In addition, Blueprint-specific markup available in Unreal Engine's C++ implementation enables programmers to create baseline systems that can be extended by designers.

Getting Started

General Scripting

Building Blueprints

Blueprint Communication


This page was written for a previous version of Unreal Engine and has not been updated for the current Unreal Engine 5.1 release.