New Twitch Stream Dev Series - Tesla Dev

First off, TeslaDev I’d like to thank for these streams, but I am curious about some of the design desicions you have made and I’m also wondering if you made them due to short comings of Blueprints or perhaps due to the time constraints.

So I’m just wrapping up the first video (on the second video from Youtube), right where you are working on weapon switching. To do , you ended up creating Blueprints fro the AK and the Pistol, and separate functions to show and hide them. The concern I have there is you basically created the same blueprints twice but because you had to cast to pistol or AK, you couldn’t reuse. Also, when you add a third weapon, you’re going to need to go back and edit everything all over again which doesn’t seem efficient at all.

With a static language, one possible solution for is to create a Weapon class and the Pistol and AK would be sub classes (or you might create an IWeapon interface to do the same thing), so you could just hide all weapons by without specifically knowing or caring if it was a Pistol, AK, Clown Horn, or whatever, then just show the weapon you wanted.

Is that even possible in Blueprints? I know when you are coding on the fly, it’s much easier to just create a Pistol and AK class and basically copy and paste the Blueprints and move on to the next subject, so please don’t take offense. But I’d love to hear your (and others) opinions on developing maintainable code with Blueprints, especially for project with multiple contributors.

Again, thanks very much for the videos, I’ve learned a heck of a lot in these 2.5 hours.