Hey guys,
So I'm prototyping my game right now and I'm coming to a point where I think I might need to take a look at where I have the logic in blueprints placed. For instance, my player controller blueprints contains pretty much all of my movement mechanics, gun controls, etc.. Also, should I have separate blueprints for different weapons that handle their own unique firing modes and mechanics? This would be triggered by a custom event or..?
I've read varying things regarding this setup.
I know the basics of blueprint communications but I guess what I'm looking or is a higher-level overview of how these should all be organized. If there are any other visual people out there like myself, a graph or something would be great!
Thanks guys!
So I'm prototyping my game right now and I'm coming to a point where I think I might need to take a look at where I have the logic in blueprints placed. For instance, my player controller blueprints contains pretty much all of my movement mechanics, gun controls, etc.. Also, should I have separate blueprints for different weapons that handle their own unique firing modes and mechanics? This would be triggered by a custom event or..?
I've read varying things regarding this setup.
I know the basics of blueprint communications but I guess what I'm looking or is a higher-level overview of how these should all be organized. If there are any other visual people out there like myself, a graph or something would be great!
Thanks guys!
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