Focused reference · Unreal Engine 5.8

Architecture use cases

unreal-blueprint-architecture/references/use-cases.md

Reusable interaction

  • BPI_Interactable: contract such as CanInteract and Interact.
  • Player interaction component: traces, holds the current target, invokes the interface.
  • Door/pickup/terminal actors: implement their own response.
  • UI: subscribes to target-change events; it does not discover interactables independently.

Reusable health capability

  • Actor Component owns health behavior or bridges to an ASC.
  • Owner implements only interfaces the component requires.
  • Component emits OnHealthChanged and OnDeath after state changes.
  • HUD binds through the possessed pawn/player view model and rebinds on possession change.
  • Server owns damage; replicated state/delegates drive client presentation.

Global save service

  • GameInstance Subsystem coordinates save/load across maps.
  • SaveGame object contains serialized mutable state.
  • World actors expose stable identifiers and a save contract.
  • Data Assets remain definitions and are referenced by stable IDs; they do not store progress.

Per-player settings or UI routing

  • LocalPlayer Subsystem owns data that differs between split-screen players.
  • Widgets receive the correct owning Local Player.
  • Avoid GameInstance globals for per-player focus, input mode, or local settings state.

Encounter director

  • World Subsystem owns world-scoped registry/director state.
  • Encounter actors register/unregister explicitly.
  • Designers configure encounter definitions in Data Assets.
  • The subsystem emits local events; replicated gameplay still follows server authority.

Data-driven item

  • Primary Data Asset stores immutable item identity, display data, and soft references.
  • Runtime item instance stores quantity, durability, roll, owner, and save identity.
  • Inventory component owns runtime instances.
  • UI reads a projection/view model, not the mutable Data Asset.