Quite often, gameplay programmers need to hand over the task of creating scripted events to level designers. In Unreal, a common workflow is to define shared features in C++ and level-specific behaviors with Blueprints.
While it is possible to implement C++ Actor methods via Blueprints using either BlueprintImplementableEvent or BlueprintNativeEvent, in this post, I’ll talk about dynamic multicast delegates.
For all my Unreal projects, I insert a small header containing debugging utility, especially for printing on screen.
I made a prototype of giant scales for a third-person puzzle platformer I am developing with Unreal Engine. They are similar to the scales found in The Legend of Zelda: The Wind Waker in the Tower of the Gods, i.e. the side with the higher total weight goes down and …