What is Level Blueprint, GameMode, GameInstance, GameState, and HUD?
So, over the past week, I’ve watched ALOT of tutorials, and read ALOT of docs and I feel I’m still not any closer to understanding the WHATs, WHYs and HOWs of these…Classes?..I guess, if they are Classes. Everyone says, “yea, the GameInstance is Persistent”, or “the GameMode is where you set rules”, or “the Level Blueprint is where you put Level related stuff” …but, what does that all mean? Should I assume the HUD is where I put interface controls and logic?
Can someone give me a example of the, When I Should Use, What Are They Used For, and most importantly, Why…Why do I put things there?
I saw a article on this forum where the dude asked for it in terms of a baseball analogy…LoL… I don’t know baseball…so…woooosh…over my head.
https://mail.google.com/mail/e/1f602
Say I’m building , or Tetris, or Angry Birds, or Metal Gear Solid, or Halo… how would I organize my blueprints using these? (Mostly interested in single player aspect)
I read about Server/Client stuff and how these relate… woooosh…over my head. Is that something I need to worry about for a single player game?
I read about different levels of persistence… what’s the hierarchy look like? Should I care? I know it depends on my game, but say I’m making Halo, what does persistence mean to me?
Almost 90% of the tutorials use GameMode to assign the player. It’s usually left blank…Why? What can I use it for?
If someone here can give me a detailed look at these classes and their uses and why, I will super appreciate it.
Thanks!