Clean way to make blueprints plugin independent

Hey all.

I’m working on something i’m hoping to release on the marketplace, which contains a few blueprints.
Feature wise it’s pretty basic it’s just a bunch of HUDs, widgets, spawning objects etc… interacting together.

What I’m trying to figure out is how to make my pack of blueprints as independent as possible (as plug n play as possible), so that when people download it from the marketplace, they don’t have to change anything in their current project. (Ex: no changing their game mode or player controller etc…)

There’s not much info on how to setup blueprints for marketplace release, so i was wondering if people here could share their experience, or knowledge about this.

More details on my case:

  • I have a main blueprint, let’s call it ManagerBP
  • It can spawn/modify different things in the maps (actor1BP, camera1BP etc…)
  • It also creates widgets and HUDs and modifies them at runtime.
    that’s pretty much it.

My main concern is how to get my ManagerBP to be created/active at runtime without the “customer” having to do too much blueprint.

  • Only way i’ve found so far is asking them to add a “spawn actor of class” at event begin somewhere (player controller or game mode…). But that’s not ideal.
  • I was wondering if there’s another way to get my ManagerBP active without spawning it, OR if there’s a way to spawn it from within my pack of Blueprints (ie: not modifying the customer’s content)

Thanks for the help guys!

Package your product with an example character, player controller, etc…
Tutorial Blueprints are still required I think, so you can use this to your advantage and guide them through your blueprints to briefly explain what is going on. Youtube links are also a viable way to explain what is required to get things working.

All said and done, they will either need to inherit from your class, or copy/paste nodes over.

Thanks for the reply man

I see, I was hoping there would have been some kind of plugin specific things i could have hooked onto to get my logic running.

I’ll go with what you said, an example controller that spawns my ManagerBP + a tutorial

thanks for the info!