ABSTRACT

Blueprint Interfaces allow for a common method of interacting with multiple types of objects that all share some specific functionality. The purpose of the BallSpawner is to be able to spawn our Ball blueprint at the location of the spawner itself. All the blueprints available are subclasses of the Object class. In object oriented programming, this means that all blueprints are technically objects. The HUD to be drawn on the screen is actually a variable inside the main GameMode blueprint. Save Game blueprints can be used to save and load game settings such as key bindings, graphics properties, login names, and anything else one can think of. Whenever the player presses the key, the Event Dispatcher is called and since it is bound to the “ExecuteSpawn” Event in the Level Blueprint, that Event is also called resulting in an enemy being spawned.