What you see below is a Go Board that is a blueprint, the white circles are sphere colliders called Go Points and they are another blueprint. I’ll have another blueprint for the stones the player uses.
The problem I am having is that I need each Go Point to call a function in the level blueprint that will act as the game manager but how do I do that without creating 361 references in the level blueprint?
The game manager will control whose turn it is, valid & illegal moves, scoring, etc. I already know how to create a reference to the Go Points in the scene in the level blueprint, however I do not want to create 361 references to each Go Point. That would seem like sloppy design.
My question to the community is:
Is there perhaps another way to handle game management for scoring, valid & illegal moves, and such? Am I going about this the wrong way?
How do I avoid creating so many references to objects in the scene to be used in the level blueprint?
I’d prefer just one reference to all individual Go Points instead of hundreds. I thought of making all Go Points a single blueprint but I would need each Go Point to have its own state. If it’s not possible to have a single blueprint with individual objects that have their own states I’ll need another possible solution.
Dear reader, can you shine some light on this problem?