Hi everyone could someone please help me with a recommendation on a good practice for passing game state information from CPP to a UMG Menu (Widget Blueprint)? Being fairly new to the engine & CPP I am hesitant to try a method that may not be optimal for performance or ease of later development and use. I did find this nice tutorial by Rama that seems to cover what I might be looking for, but I am wondering what tradeoffs may exist by using this approach.
Looking at the shooter game project I see an namespace containing an enum that seems to provide a basic set of game states that I would like to use something similar to for menu decisions in blueprints.
Are there other popular ways that I may be missing to communicate game state information from CPP to widget blueprints? Thank you in advance for any assistance with these questions.
Looking at the shooter game project I see an namespace containing an enum that seems to provide a basic set of game states that I would like to use something similar to for menu decisions in blueprints.
Code:
namespace EShooterMatchState { enum Type { Warmup, Playing, Won, Lost, }; }
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