So Godot Engine is very heavy on the nodes which always felt nice for me - all scenes could be used like prefabs, so basically everything was a scene. The components, levels, meshes - anything you can think of, just make a scene and import whenever you need it.
Coming to Unreal it was a hard learning experience if I had to be honest. I was hoping I could use blueprints in a similar fashion to nodes, but unfortunately that doesn’t seem to be the case. There is a composition pattern with the components, yes, but anything else has been really confusing for me.
Let’s just say I want to have a CCTV system and six different rooms that I can watch, and in these rooms things can happen, similarly to I’m On Observation Duty games. To define what exactly I mean by a room - every room is expected to contain meshes (like walls, floor, furniture), lights, a single camera and some kind of a script that would handle manipulations of certain meshes, like disappearances, appearances or movement. Now I figured everything out including the script except for one thing - what should the room itself be?
Each room I made was a Level and imported to the GameplayScene. Again, coming from Godot it felt natural and making the rooms themselves with prepared assets was quick and easy, but I quickly realized I’m probably doing something wrong.
First of all it seems it is impossible for me to access the children of these instanced levels so I cannot access the blueprint handling the logic inside of them. So I figured - why not make the rooms themselves a blueprint? But then adding the meshes inside the blueprint editor was a nightmare, any time I add something it becomes the child of the last thing and always defaults to 0, 0, 0, so I knew this just couldn’t be the way cause it felt so backwards.
I guess my question is - how do I approach such a thing in Unreal? How do I make 6 differents rooms with these commonalities but with a completely different layout?