How to organize Blueprint functionality?
In order to make it simpler, let's say we have a basic collector game with a portal to the next level.
So there are mainly 6 Blueprints - Character, Item (Collectable), Portal, GameMode, Level and Widget.
The WidgetBP(HUD) contains a counter (indicating the number of Items left to collect) and a text "Level Completed" (hidden by default).
Here are my questions:
Any help would be greatly appreciated!
asked Jun 03 '18 at 09:09 AM in Using UE4
1 from the sound of things i would probably have most functionality in the game mode in this case. this way you can keep things neat and organized and it will allow most gameplay elements to be easily located.
2 i would have the portal as its own blueprint in the level. that is unless you want to spawn it in dynamically so that it appears near the player but that is a bit more complex. if your spawning in the portal you will also need to come up with a way to tell it which level to open. while you could do this all in the level bp it would require you to duplicate the script for every level which isnt a good method since it will make it difficult to make changes to. if you make it a actor bp thats placed in the level then you could have the level to open as a public variable so you could easily set it from the details panel.
3 for the creation of the level completed widget i would again have that as part of the portal bp since the widget should only be created when the portal is activated so they are closely related dependency wise (so to speak).
4 if you were going to monitor the characters hp then that widget could be created anywehre you like really as long as it get created at the start of each level (so gamemode, character, or player controller would work). as for having two widgets im assuming you mean one for health and one for collectables needed, that again is really personal preference but you could easily make them into one widget if you liked.
answered Jun 03 '18 at 01:10 PM
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