Quick intro. I’m a professional game artist, and the idea of using Blueprint to make and prototype my own games at home is really game-changing. So I come from a pretty technically proficient background.
I’m trying to figure out how to handle global variables with Blueprints. Like a global variable to hold different states of the game (score, difficulty modifiers, etc). I can only seem to manage them localized within a blueprint. I saw some tutorials on using “cast to…” to access variables from other blueprints. Those work just fine, but they become unwieldy to do inside every single blueprint. It obviously becomes a chore pretty quickly.
Loading up the samples supplied (the strategy game, and the new card matching one) I can’t help but notice they seem to have an easy job of just accessing and using custom functions and variables all over the place with no “cast to…” wizardry.
What part of this am I missing? The only thing that stands out to me is that in my project I’m pretty much spawning everything on “Event Begin Play” in the level blueprint instead of placing things implicitly in the level. Is that the real secret, I just need to dump my objects somewhere in the level so they exist in a more permanent sense? It seems like I would lose, for example, the ability to place enemies randomly in the level that way.
I’m sure there’s just a concept I’m missing, or some approach to my workflow that’s causing this. Any help in clearing this up would be awesome!