Hard references in level blueprint

Hello there,

I am building an educational VR game where I am now ready to create levels with different tasks and objectives.

I had the idea of creating hard references to different tools in the level in the level blueprint and use event dispatchers to triggers messages and task completion etc. So that the tools simply send a message when something has been done correctly or wrong and the level blueprint is listening for when to display a message or start a new task etc.

What do you thing about this?
I am open to suggestions for other ways to do this.

Thanks in advance

Generally speaking, trying to ‘talk’ to the level BP from outside usually results in clumsy and non-modular code.

What might work better, is to make a blueprint parent class for the tool. It can contain all the common aspects ( success, fail, user interaction, message display etc ).

Then all you have to do, is write the missing bits, and drop the blueprints in your level.

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You can also use interfaces to implement specific logic. Keeps the code clean, and communication between blueprints is also simplified.