Smart Reusable Blueprint Communication -- UE5 Tutorial

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Published on ● Video Link: https://www.youtube.com/watch?v=FQWaIWKx9PE



Game:
Unreal (1998)
Category:
Tutorial
Duration: 17:32
1,439 views
86


How to remove unnecessary migration dependencies and make robust, clean, efficient blueprint communication which can be reused across actors and projects.

In this video we build a torch which can be activated by both the player and an in-game sensor, and has no dependencies for either. The sensor itself is also modular, and can be used for both the torch and also for opening and closing a door.

Other ideas for how you might implement modular activate-able blueprints:
- A jetpack blueprint which can be attached to any actor and turn its gravity off
- A bomb blueprint which can be attached to any actor and will detonate when activated, and the detonation itself could go on and activate even more actors within the explosion bounds
- A moving platform which will start and stop moving when activated. Can be toggled by a player interacting with a sensor like in our video, or a switch etc.

Got any other ideas? Let's hear them.

===

Downloadable blueprints:
✨Marketplace: https://www.unrealengine.com/marketplace/en-US/profile/Slightly+Esoteric+Studios
✨Gumroad: https://jacksonnexhip.gumroad.com/

Popular blueprints:
🛍️ Endless Random World Generator: https://jacksonnexhip.gumroad.com/l/EndlessRandomWorlds
🛍️ Enemy Waves Spawning System: https://www.unrealengine.com/marketplace/en-US/product/1438202ce8354709bcf0764563df7d8b
🛍️ Simple Flying AI: https://www.unrealengine.com/marketplace/en-US/product/flying-ai

Find me:
🎮 My Games (Itch): https://nexhip.itch.io/
🎮 Discord: https://discord.gg/VFSdVKyFWe
🎮 Running Robot Man 4 on Steam: https://store.steampowered.com/app/1708270/Running_Robot_Man_4/

^ Wishlist my game on Steam.

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