Tasked with assembling a tech demo for some new features, Zak needed to create a slider our team could adjust in game, allowing them to modify other Blueprints. While thinking he would build upon the existing sliders in the Content Examples, it turns out, those sliders, while functional for what they are, were assembled a LONG time ago and don’t really reflect any our best practices.
So now we’re going to rebuild them, live! This time, we’ll take a look at some standard best practices for Blueprint including functionality ownership, intelligent ticking, and Blueprint communication, all while avoiding the need to simulate the interaction with physics. The end result will be smoother, more predictable, more efficient, and will hopefully show you some new ways to think about Blueprints!
Thursday, October 4th @ 2:00PM ET - Countdown
Zak Parrish - Sr DevRel Technical Artist - @ZakParrish](https://twitter.com/ZakParrish)
Tim Slager - Community Manager - @Kalvothe
Amanda Bott - Community Manager - @amandambott](http://twitter.com/amandambott)