Introduction
In this chapter, we will focus on creating VR puzzle mechanics and Blueprint communication methods. While in Chapter 4 we used the level Blueprint to create interactions between different scene objects, we will in this chapter do all interaction between Blueprint actors without ever opening the Level editor. The advantage is a flexible system of scene components that can easily be reused in another level if required. By creating a small, fixed slot inventory menu, we can explore how we communicate with variables across various Blueprint ...