Part 5 of a five-part series on Blueprint communication in Unreal Engine 5, and the one that ties the rest together.
Every method so far needed a direct reference to a specific Blueprint class. That works until several different types of Actor all need to respond to the same interaction, at which point casting to each one in turn gets ugly fast. Blueprint Interfaces solve that: they let Blueprints talk to each other without knowing what class they are talking to.
We create an Interface, add functions to it, implement it on more than one Blueprint, and call those functions without a single cast.
By the end you will know how to create a Blueprint Interface, how to add Interface functions, how to implement an Interface in a Blueprint, how to call Interface functions, and how to communicate between different Blueprints through them.
Interfaces are especially useful when multiple types of Actor need to respond to the same interaction or event.
https://dev.epicgames.com/community/learning/tutorials/1dKr/unreal-engine-blueprint-communication-in-ue5-part-5-blueprint-interfaces