So in my game you are going to be able to switch between different spaceships. But doing so will change the whole aesthetic or theme to the game.
So Obstacles to avoid may change from Asteroids, Satellite Debris and Destroyed Spaceships to Doughnuts, Pastry Goods and Cakes.
The Stars change to sugar cubes.
You get the picture.
But to do this, I would like to have an abstract class/bp or struct which lays down the foundation of what goes in one of these content packages so that when you go into the main game loop I know what package the player choose and can outfit all aspects of the game with the correct visuals accordingly. But doing this have proven to be a challenge. I have tried by first simply making some abstract BPs and then make children of those BPs. But this leaves me with a problem in a few places, mainly when I can’t change variables like an array of different obstacles:
Found in my AbstractObstacle Blueprint:
Foud in my DefaultObstacle Child Blueprint:
I also found that calling “Set Default Pawn Class” on the Gamemode at the Level Blueprints “Begin Play” event doesn’t do anything.
How would I overcome these issues and make the packages that I’d like to pass to my level?