Direct Blueprint Communication is a simple method of communication between Blueprints/Actors. It is used by creating an object reference variable that stores a reference to another Actor/Blueprint. Then, we can call Actions using this object reference variable as the Target input parameter of these Actions.
As an example, let's create a Blueprint called BP_LightSwitch. The initials of BP_ are a naming convention used to facilitate the identification of a Blueprint asset. BP_LightSwitch has an object reference variable of the Point Light type that references a Point Light placed in the Level. When the player overlaps the BP_LightSwitch Blueprint on the Level, it toggles the visibility of the Point Light.
Follow these steps:
- Create or use an existing project that contains starter content.
- Click the Add New button in the Content Browser and choose...