So I am trying to make a custom magic system where the player can create their own custom spells from a variety of different basic components.
Currently I am having trouble storing the information created by the player when they are making a spell. I currently have the information being saved into a struct, but I have no where to store that information. So when the player creates another spell their old spell is deleted.
Any suggestions or help on how I should store this information for later use would be greatly appreciated.
You could store the other spell using the same struct but a different INSTANCE of the same struct. The Struct itself is a blueprint of a variable type, so you could have
Spell1Struct
Spell2Struct
Spell3Struct
and have them all be of Struct Type “SpellStruct”.
Knowing that you could do “Set Spell1Struct” and set that, then save the new player created spell to “Spell2Struct”.
And remember “Set Struct” sets the type and sets the variables to Default, “Set Members In Struct” is how to save individual variables without the overwrite.