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.
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