UE4 Interfaces & Blueprint Function Library Combo

Thank you for taking time to answer this question. You have been extremely helpful. After I posted this question, I was looking into more of this and I found that components would be a good fit. I am already playing with components for Math related calculations as I write this. However I do have few more questions based on your answer.

  1. “In this example, you may consider using the dispatch events to complete integration allowing you to only implement the portions of the interface you select.” - Can you please explain more on what you were referring to as partial interface implementation. Did you also mean fire event in component-> receive in base class and execute that sees fit?
  2. “the controller should be used to manage logic flow” - This is something I’ve made a mistake on, I’ve had most of the logic in the pawn itself. I already see the biggest difference is getting a blackboard (I pass a key in controller as opposed to a name in pawn). What is the difference otherwise?
  3. When you say Dynamic interface → You mean a base class + a component (that has all the necessary functionalities)?

Thank you once again for helping me out. I am new to Unreal, I’ve learnt a lot in the last 2-3 months, I am still thinking in Unity’s perspective. I just realized component in UE4 can easily be a C# script component in Unity. All these days I was looking at the event graph in actor = C# component in Unity (and then Blueprint function library like a static class, but not exactly? cuz I can’t have variables or macros). My mind is getting more clearer now.