Aydin Afzoud
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Blueprint interfaces

4/7/2018

 
Last week my good friend introduced me to blueprint interfaces, and I got a really thorough primer on what they are, how they work and the potential and power of them. Whenever we have those sessions I try to recreate everything again just to cement it in my mind, but I kind of hit a wall. Been a few days, I've been experimenting and researching and FINALLY I got it to work. 

This is a generic button blueprint that sends out a "Player has interacted" type signal to an array of actor blueprints, and each one of those interpret that signal differently. For one light it may mean turn on/off, for another it may mean change light color, for another it mean move to a new position. The nifty thing is that you can have many instances of the same button blueprint in the level and they would all have different interfaces and do different things. Fun exercise and I learned a lot.

Here's the button blueprint. It contains no reference to any specific blueprints or actors. Sweet.
Picture
And here's the thing in action

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    Blog

    The blog of Aydin Afzoud, Senior Game Designer at MachineGames. 

    I upload stuff every now and then, mainly to keep a record. 
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