i have begin to use UE4. I want to modify the size of an asset (a) depending of a variable from another blueprint (b). I did it by calling a function of (a) in the blueprint (b). But i foud that’s it isn’t an elegant solution (in the future i envisage to modify the size of a lot of asset independantly). So i would know if there is a way that each asset access the variable without being called or another to way to don’t call too much function.
But than Interfaces are only declaration of a function, you still need to implement it in your asset (a). So you can make assets (a1) and (a2) have different implementation. For example, (a2) would have Z axis locked or something. If this is not desirable, you can (and should) create an Asset (a_Parent), add an Interface to it
This way you don’t need to know anything about an asset you want to call modifySize function except that it has a needed interface. And you can add this interface to any number of assets (still need to implement it).
Thanks for you answer, i took a look to interface documentation and tried to implement it.
I have still one problem, when i want to call the function using the interface i have to precise a target and so for which asset i will call the function.