Game development

Stage 2 · Lesson 3 of 8

Blueprint communication and event dispatchers

Programming for games

talk to each other in three main ways. Direct references and (checking that an object is a certain class, then using it as that class) are simple, but they tie classes together. let you call a function such as Interact on any that supports it, without knowing its class.

Dispatchers, and multicast delegates in C++, let an actor announce that something happened, such as health changing. The HUD and a sound can then react without the sender knowing about them. Pick the loosest method that works, so the project stays easy to change.

Common trapcasting to the player character from every Blueprint in the game, which loads everything together and makes each change ripple through the project.

A question to check yourself, an AI practice session and 2 cheat sheet entries come with the full roadmap. Unlock

Resources for this stage

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Practise

  • Free mentored exercises in C# and C++ to strengthen the language outside the engine

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