Should I create separate bp's for each pick up item, or just one bp and change the mesh?

This is about best practices. Is it better to have multiple blueprints for each item, even if they all share same pick up functionality, the only difference being the mesh? Or just one blueprint and change the mesh on construct for each?
What do you guys do?

It’s better to create a master item that will hold all shared functionalities and variables and modify the child blueprints with different meshes and attribute values.

1 Like

Any reasons why?

Modularity, best coding practice and easier to update and maintain your code keeping shared attributes in the master item.

1 Like

What about an actor component instead of parent blueprint?

It’s similar in practice. The actor component will hold all shared functionalities and be considered class-neutral, therefore you can attach this actor component to any actor class.

1 Like

I think one actor. I use one actor, that has its variables set from a data table on spawn for my collectible items

1 Like