Yes i guess you could call it this way. It is very flexible now.
First you chose a Game mode (Like what you see within the first example picture). Based on this the structure of the challenges will be set,
For example: if you do a „time mode“ run the most what will make sence is to sort the leaderboard for the fastet time you finish the level.
This is also the base structure of how all the following settings will be based on.
So if i have an crazy idea like a Dimsember the most body parts gam mode the following will be based on this.
The second would be the level selection. Here i can set the challenges that needet for the selected level. I used a scrollbox to be felexible to add what ever challenge i create. Each level is done independent from other levels.
The third is the difficulty. This way you can also change the challenges and of course the numbers that are needet (so you can have 4 at the moment for each level)
You can tweak the challenges and also the game itself with more/less enemies for example.
The whole system can easy be tweaked around the game mode/level/difficulty.
The downside is it really slows down the setup of this in blueprints. It is really slow because you have as a base at the moment 4 GameModes, 12 Levels (seperated into 6 normal level and 6 boss level to make at a later point simple boss rushes if i want to) and 4 Difficultys. So 4 * 12 * 4 = 192 base. And then comes the challenges also … So you can multiply the data with 10+ what make this to be more then 2k in the end.
At the moment i rework also the leadboards, because this will also need the same ammount of them. And of course the system i have in place to calculate things like accuracy, limb counter and so on.
But i also know it will be kinda a nightmare to test and set up this all with this crazy ammount of posibilitys. Maybe it will be best to make something like early access. I cant really see this done on my own alone without a lot of input.