Instead of adding the blueprint to the level, I created an asset blueprint instead. I was wondering if it is a better practice to add a collision component to the sequence and create an asset blueprint out of that instead of adding to the level editor blueprint. Or does it not make a difference?
Which course is this for?
It’s from the ‘Unreal Engine Cinematic Creator: Lights, Camera, Action!’ course in the “Trigger Sequence From Gameplay” video. I noticed that Rick Davidson placed a sequence and collision object into the world as separate entities and I was wondering if it was better to have them as a parent/child.
Its mostly about management of content and where you find it easier to have things live. I like putting things in the level blueprint that happen only once such as each cut scene being triggered. I’m a big fan of each person organising their project how they like (every game project is different) rather than one rule on how it needs to be done.
This topic was automatically closed 24 hours after the last reply. New replies are no longer allowed.