Working BP = Blueprint that is issuing a Request
Target BP = Blueprint that will receive the Request

Method #1 – Compile Time Single Instance Assignment

Get a reference to Target BP through a variable; that variable has an instance assigned to it

Ex/ Character wants to turn a light on. Inside the Character BP, create an editable variable called TargetLight:BlueprintCeilingLight.

Rule: Only expose variables, function and events that are safe for others to modify. Principal of least information.

Now when you open your Character BP’s Details panel, you will find a new field under the Default Category called Target Light > None. You can select the drop down and list of all available Blueprint Ceiling Light objects in the level will be available to be mapped the Target Light variable.

Method #2 – Invoking a Function with a Blueprint as a Parameter

You can create a Function node that accepts arguments. Create a Function node and under Inputs, add the argument:type to the list. When a Working BP invokes a function, it mst provide values for the required parameters.

Event Dispatchers

To create an Event Dispatcher, open the BP, and add an Event Dispatcher under the My Blueprint tab.

Setting properties on the Event Dispatcher, in the Details Panel you can add inputs on the event.
To use an Event Dispatcher, you can create the Call {Your Event Dispatcher} Node to bring it into a Working BP.
In the Working BP, you would provide any required inputs for the Call.

Calling an ED with a Call node causes all the events bound to the ED to fire. You can have any Call nodes for each ED. Calling the ED is possible both inside a BP and Level BP.

Binding and Unbinding an ED, an ED can have multiple events associated to a single ED. To bind an Event to an ED, select the ED, right click > Bind.

When you set up a Bind ED, you are setting up a listener. On this Bind Event to {ED} nodes, there is an Event pin which when you drag out, will generate a Custom Event.

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