Level Blueprints
In our previous work, we created a blueprint for a floor lamp. Now, let’s explore how to control it during runtime, which encompasses both in-game interactions and initiating animations. Controlling events is not only valuable for interactive experiences but also for managing animations effectively during gameplay.
What is a level blueprint?
A short recap on what a level blueprint is: a special type of Blueprint that is tied to a specific level in your game or project. It allows you to define and control the gameplay logic and events that are specific to that level. Level Blueprints provide a way to script interactions, events, and behaviors directly within the context of a level, without having to create separate Blueprints for each object or actor in that level. Level Blueprints are used to control the behavior of the level as a whole. They can be used to do things such as activate triggers, play music, control lighting, and so on.