Game Development Reference
In-Depth Information
Different types of blueprints
There are two types of blueprints; when you start building logic for each of them, you will
be using the same nodes with similar mechanisms. However, each type has its own usage
and its own way to execute. The different types of blueprints are:
The class blueprint : This is the most commonly used blueprint type during the
process of building the gameplay elements. The easiest way to think about it is that
each entity in the world is a blueprint as long as the entity has to act, behave, or do
any logic type. These types of blueprints are very powerful, as you can use them
anywhere inside your project; you can even recycle them to be used in another pro-
ject somehow! You can have any number of these; it depends on your game and
world size and complexity. A good example of a class blueprint can be an enemy
blueprint or a collectable object.
The level blueprint : As the previous type is a per-entity or per-object blueprint,
this one is a per-level blueprint. This means that each level has its own blueprint
that can be used only in the same level, and is used to control the current level en-
tities and blueprints. Connecting some cloud objects with raindrop particles is a
good example of what a level blueprint can achieve.
As they are only exposed per-level, this means that their number will always be
limited to your number of levels; so if your project contains 20 maps/levels, it
means that you have exactly 20 level blueprints!
Search WWH ::




Custom Search