Stage 2 · Lesson 3 of 8
Blueprint communication and event dispatchers
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
Start with· follow one of these
- CourseFreeUnreal Engine Learning (Epic Developer Community)
Epic Games
Epic's free courses: Your First Hour and Your First Game teach the editor and Blueprints
- CourseFreeLearnCpp.com
LearnCpp.com · Beginner
Free, thorough modern C++, so Unreal C++ is only new macros, not a new language
Practise
Keep handy
Also worth your time
How Unreal C++ differs from standard C++ and how it fits with Blueprints
- Game Programming PatternsGo deeper
Free book on the state, observer, component and other patterns games rely on