Hi everyone!
I’m new to UE5 and blueprints stuff.
And I discover Structures are amazing, to gather up a whole bunch of various datas.
And now I’m discovering it’s a wild mess, to update, once your program/nesting becomes more complex, as it seems you CAN’T pass them around as references, and HAVE to climb your way back up your program everytime you want to change a little thing.
My feeling is a workaround could be to create a blueprint that contains a single structure, and just spawn any number of this blueprint I might need when starting the program, to create and fill up the Structures I’ll use.
And then just spray everywhere down the road those blueprints’ references, to climb back up anytime needed to update the precious Structures.
Is it as dirty and bruteforce as I feel it might be ?
Or is it the “proper” way to go, to just compartimentalize everything into blueprints, to be spawned and ref-ref-ref-referenced like there’s no tomorrow ?
If not, what’s the secret to map your way back home with righteous shortcuts, when building labyrinthic forests of nested widgets, blueprints and fonctions around ?
(as you can see, it’s not a question about a precise example, but more about global methodology and ways to do things without getting stuck or drowned at the corner xD)
Thanks!