Hi,
I have some confusion in blueprints. So may be you guys can suggest a good way.
What should be the ideal Blueprint structure for a RTS game like commandos, where the player plays with 4 or 5 characters?
I am working with a player controller blueprint as player controller class, and the characters are of character blueprints. Most of the actions are in the player controller blueprints. Is it right?
And there are a lot of casting to the character blueprints and some 4 to 5 tick events. And may be these tick events are making the gameplay laggy.
And can I cast from a character blueprint to a player controller blueprint? Is there is any hierarchy of blueprints on which casting depends? Because I cant have any tick information form other blueprint, only I get in player controller from all other bluprints. So, the player controller is getting very heavy.
May be your experience can help me a lot.
Thanks.
I have some confusion in blueprints. So may be you guys can suggest a good way.
What should be the ideal Blueprint structure for a RTS game like commandos, where the player plays with 4 or 5 characters?
I am working with a player controller blueprint as player controller class, and the characters are of character blueprints. Most of the actions are in the player controller blueprints. Is it right?
And there are a lot of casting to the character blueprints and some 4 to 5 tick events. And may be these tick events are making the gameplay laggy.
And can I cast from a character blueprint to a player controller blueprint? Is there is any hierarchy of blueprints on which casting depends? Because I cant have any tick information form other blueprint, only I get in player controller from all other bluprints. So, the player controller is getting very heavy.
May be your experience can help me a lot.
Thanks.
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