Blueprints: Deriving objects as classes for data and then using them in other blueprints

Scarlet012
Fri, 19 Aug 2022 16:58:02 +0000
Blueprint

Coming from other game engines, Blueprints are a bit difficult to wrap my head around how to think about them.

In my game I’m going to be having many space stations scattered around. Each space station may have stats, a model, a name, etc. My question is, how do I define all of this inside of my game via blueprints?

I initially thought I could have a base Blueprint Object class for each station, then make a child of that blueprint object for each Type of station. (each type of station will have its own stats). Then I could have a base Station blueprint that I could construct objects off of via code. And then take that object and change its stats based on the respective blueprint object, but this is proving to be really cumbersome and difficult.

Not to mention when I also add in that I want each station itself to be its own actors. Such as a each space station model will have its own trigger sphere surrounding it. But when I went to create a Child Actor in the base station blueprint, then create a station object out of the actor class… it crashed haha.

Usually in another engine anyway, this is how I’d do it. But in this engine, I’m wondering if there is a better way to handle things like this.

TL;DR - What I want to do is

Have multiple space stations in the world

Multiple types of space stations

Each type of space station can be instanced into the world as its own space station (so a space station of Type 1 can be of Faction A, have its own ID and location, and a name. But there can be 2 or 3 Type 1 space stations owned by different factions (or the same faction) and called something different.

Thanks so much!

12 posts - 4 participants