This was a practical chapter. We created step-by-step examples for each Blueprint Communication. We learned about how a Blueprint can reference another Blueprint using Direct Blueprint Communication and how to reference Actors on the Level Blueprint. We saw how to use casting to access variables and Functions of a child class, and how to test whether an instance reference is of a certain class.
We learned about how to use Event Dispatcher to inform us when an Event happens, and how to respond to this Event Dispatcher in the Level Blueprint. We also saw that we could bind an Event of another Blueprint to an Event Dispatcher.
This chapter concludes section 1. We have now learned about the Blueprint fundamentals necessary to start scripting games and applications in Unreal Engine 4.
In section 2, we will start to build a first-person shooter from scratch with step-by-step...