
8
Advanced Blueprint Concepts
8.1 INTRO DUCTION
I
N this chapter, we will be going over ad vanced blueprint concepts to further your
understanding of the blueprint system. We will c over communicating between
multiple blueprints, creating custom HUDs, as well as saving and loading data. This
will requir e the use of different blueprint types such as Save Game blueprints and
HUD blue prints. We will also be using event dispatchers, object references, and poly-
morphism to achieve our goals for this project.
Just as the previous blueprint chapter, we will be creating projects and building u pon
them th roughout the chapter. It is important to complete