Sounds Ideal, but how would I pull my current class from the array I have at the moment? Or am I getting the current class from the gameinstance? Also, would leaving and new level be in the event graph for the gameinstance or in the “door” that is opening the new level?
Thank you again for the answer. I think I’m just getting stuck at how to store the class from that switching code. (I.e. Keeping a note of what index im on)
First you need to set up an actor class varable in your default game instance bp. Next, you’ll pull off the ‘Get’ for the class. At the red circle, you’ll have a ‘get game instance’ then plug that into a ‘cast to “YourDefaultGameInstance”’ and off of that, you’ll pull to ‘SetClassVariable’ and plug the get pin from the left into that node as the red line depicts.
Then on your next level, you’ll get game instance, get the class, and spawn that actor and have the player controller take control of the actor by default.
Hey man, thanks for the help. It took me a long time to get my head around what I was doing, and with some help we came up with this. Might help someone down the road. Basically made two functions that Store and load values in the game instance. I then just Store those values all around my playercontroller where needed and load them on event beginplay.