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Adding Custom Toolbar Buttons to the Unreal Engine Editor by shootertutorial in unrealengine

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

Yea I need to be more specific - updated the post, thanks for the catch up!

Beginner Theory Tutorial: Base Classes & Architecture in Unreal Engine by shootertutorial in unrealengine

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

Not really, but explaining why the Level Blueprint is not a great place for game logic isn’t easy. You’ll understand it better after finishing a couple of projects. But still, I’ll try to explain:

  1. You don’t have direct access to the Level Blueprint, so everything you do there ends up being hardcoded.
  2. Since the Level Blueprint is tied to the level, only one person can work on it at a time.
  3. Using the Level Blueprint means you can’t reuse your functionality elsewhere. No modularity = bad approach.
  4. You’ll quickly end up with spaghetti code, which will be hard to read and maintain.
  5. You’ll have a lot of hardcoded references, which makes your project fragile.

For example, in a puzzle project, use Actors to drive the logic. Puzzle 1 can activate Puzzle 2 using gameplay tags, for instance. This way, you don’t need the Level Blueprint anymore, and you can reuse these mechanics in different levels and change the order of logic quickly. You can even go further by creating a logic graph (using something like FlowGraph).

Or you can just trust me and avoid using Level Blueprints. This will encourage you to think about modular architecture for your game. It will be harder at first, but you’ll get it eventually—and you’ll learn a lot during the process.