Okay. I’m blatantly new to Unreal. Familiar with the basics of programming but I want to make sure what I’m working on isn’t setting myself up for trouble down the line.
Little background. I’m making a pretty basic little ship game. The gimmick is that actions you take in the game fill up a float variable. When that float reaches a certain number, things happen. I don’t want to give players direct knowledge of how full that float is, but I want them to have a rough idea. The background of the level is how I’m planning to communicate that. The backgrounds “sky” will change color and have more dramatic events (lightning, shaking, etc) start as the float gets closer to full.
My plan is to have the levels game mode constantly casting to the background (since it’s going to be constantly in memory anyway) and feeding it that variable as well as anything else that might be important since I’m casting to it anyway.
Meanwhile, anything that changes the float variable is going to do so through blueprint interfaces. This SHOULD keep from making a cast chain a mile long at some point.
My question is this. What parts of what I’ve described are a horrible idea? Are there alternatives to accomplish this task that would be better? What am I missing?
Alternatively, if I’m not making some horrible error, please just tell me I’m clever and attractive.