Please forgive me I’m pretty new in Blueprint. is there a way to declare a set of global variable like colors and strings that I can call in specific blueprints?
Basically I’m creating an interface and I would like to get the same set of colors and datas instead that change the same colors, names and datas for each blueprint script.
First go to Project Settings and under Maps & Modes set your Game Instance to be the default one. Then you have two options, one is to “Get Game Instance > Cast To NameOfYourGameInstance” and get the variables that you need, the other option is to create a Blueprint Function Library and inside it create a new function that does the same thing and connect it to be the return value, after which you can simply call it from any blueprint.
There should be some method to get/set a GLOBAL value without casting…like actual global general variables.
How do you use a function library where you want to read some last function call value, do some process and then store the last result for the next function call without lose performance casting inside the function?
I think I have a solid understanding of tickers dispatchers, timers, timelines, delegates, etc but somehow I always avoided interfaces. Usually I share common data in gamemode or just cast if really needed. But I in this case I want to do a dumb time measure functions library just to measure time of any block of code on start and end . For example: