Yeah, I ended up with most of the UMG stuff in the player controller. Well, the level has the menu on the level blueprint, but after that, it’s all on the player or other blueprints. For example, I’ve been trying to get it in my head how to work the saved games. Currently, I can save and load one level. I’ve looked at a good tutorial for saving check points and level for multiple levels. It uses an Enum list.
Then, in my level, I have a start point BP and and end point BP that loads and saves as needed. I get it in concept…but putting it into practice is not clicking with me yet.
Firstly, can I save more than one piece of info in the saved game? I just need “best time” and “is level complete”.
Secondly, using an Enum list…won’t that create a separate save game file for each level? Seems like that can be messy.
Third, I want my menu (on the base level) to show which levels have been completed…like any typical multi-level game…in a grid format (my example is the game FLOW). So I’d need to check each saved game for level complete. If I have 100 levels (and 100 saved games) would that be the right choice (using Enum list for levels)? I’m just not sure how to do this.
Anyway, if a level has not been complete, you won’t be able to progress to the next one. You can only play level 2 once level 1 has been complete. Get it?
How would you tackle level saving/loading?