Blueprint best practices
In a project, you will deal with several Blueprint classes, and some of these Blueprint classes will be complex, with many nodes. The tips in this section will help you analyze your project and carry out some practices that will make your Blueprint classes more manageable. I separated these tips into two categories: Blueprint responsibilities and Blueprint complexities.
Blueprint responsibilities
When creating a Blueprint, you need to decide what its responsibilities will be. This refers to what it will do and what it will not do. You need to make the Blueprint as independent as possible. A Blueprint must be responsible for its internal state.
To illustrate the concept of Blueprint responsibilities, let's work with a simple example created for teaching purposes. In a game, the player is represented by the FirstPersonCharacter Blueprint. If the player collides with an enemy Blueprint, then the player will die, and an explosion effect will be spawned...