What is the difference between basic blueprints?
Sorry to bother with the most answered question in the world, I did a lot of research and read a lot of pages and still i'm not nailing the proper definition or usage for basic blueprints, so I need any advanced user that could response like in a boolean way, if my assumption about this is right, with my examples.
(Please do not share a link with documentation, literaly I already read tons of stuff)
ACTOR: Use this for any object in the world that you want to spawn and be there just as an item.
PAWN Use this for any actor that can be possessed, but does not have a Humanoid (or skeleton) body.
CHARACTER This will probably be your player, is the same as a pawn, but it has the hability to walk or support a skeleton, if you will use a Humanoid style mesh, this is what you need. If you need something alive probably works too.
PLAYER CONTROLLER For a simple gametest probably you don't need this, but for a strong game I detected that this class is very important for the following reassons:
Here you have logic that will exists in server only, NEVER ON CLIENT, so clients will ask to gamemode if they are allowed to do something.
I should use this for:
asked Dec 24 '16 at 10:04 PM in Using UE4
It's correct, but I could also add the following information:
CHARACTER - is replicated, exists on server, exists on other clients, but character can change (polymorph, mount) - so its variables will be lost.
CONTROLLER - is replicated, exists on server, but doesn't exist on other clients.
PLAYERSTATE - exists for each player, is replicated to everyone - can be used to store variables that you want others to see, like their names.
GAMEMODE - exists only on server.
GAMESTATE - exists everywhere, replicates everywhere. Can be used to replicate things like everyone's Score.
GAMEINSTANCE - persistent singleton that exists your entire game, from start till finish. Isn't replicated. Can be used to store links to umg widgets, save things between levels, etc.
WORLDSETTINGS - exists for each map. Can store a minimap in each map for example.
PLAYERSETTINGS - exists only in C++, saves settings into an .ini file.
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