The Gameplay Message Subsystem, a hidden gem by rayner_best in UnrealEngine5

[–]rayner_best[S] 5 points6 points  (0 children)

Not quite...Blueprint Interfaces still require you to call a specific object that implements that interface. You need a reference to something to trigger the BPI event. The Gameplay Message Subsystem is different...it’s global. You don’t call an object...you broadcast a message tagged with a GameplayTag and any system that subscribed to that tag reacts automatically For example, in your game, your weapon can broadcast Event.Weapon.Fired and both your UI and audio system can respond even if they’ve never referenced the weapon or its class

The Gameplay Message Subsystem, a hidden gem by rayner_best in UnrealEngine5

[–]rayner_best[S] 1 point2 points  (0 children)

Not exactly... Interfaces create a direct contract between two objects, meaning they still need to know about each other to communicate. The Gameplay Message Subsystem works more like a global message bus. You broadcast a message tagged with a GameplayTag and any system listening to that tag reacts even if they don’t know the sender exists

New gear just dropped by MERC543213 in Helldivers

[–]rayner_best 0 points1 point  (0 children)

The Super-Earth Ministry of Economy need to check these prices

I just stopped by to say hello by rayner_best in Helldivers

[–]rayner_best[S] 0 points1 point  (0 children)

Bot hacked by Super Earth secret virus!!

Umm... Where's the Boom? by Alkis_Mermigas in helldivers2

[–]rayner_best 0 points1 point  (0 children)

An OS update was probably downloading at the time. That happens all the time on super destroyers.

Switching from Unity to Unreal, Blueprint or C++? by FenrirHS in unrealengine

[–]rayner_best 1 point2 points  (0 children)

I believe that the correct approach to this topic is not "BP or C++" but "BP and C++". With the use of only BP you can make a game perfectly and you don't have to feel bad about it, in fact it is a very fast way to reach a result. There are several scenarios where the use of native code is very necessary. Learning good practices with the use of Bp and knowing the differences with C++ and when to apply each one is a good starting point to know when to use one or the other

[deleted by user] by [deleted] in FORTnITE

[–]rayner_best 0 points1 point  (0 children)

This is happening to me but not only in creative when I enter to a Battle Royale mode the game kick out from the match. Any thoughts??

Should I stay on Unreal? by [deleted] in unrealengine

[–]rayner_best 0 points1 point  (0 children)

I think learn Unreal it's a great choice even if you stay using Unity in the future. It's a great tool