In my Game State Base I generate and set an integer that represents my games time of day in seconds.
It works great, but I want to be able to use it for several other things such as changing instanced NPC states and serving as the basis for a user widget that displays the game time.
I’m trying to avoid clogging up my game state base with every function and event that I want to do. I have some experience with casting and using blueprint interfaces. Using them is still a struggle for me and I would like my hard references to be done correctly and efficiently.
Can anyone offer me some insights on an efficient flow for this variable? Examples with blueprint code would be greatly appreciated.