Hiding/Showing different floors

  • keep the floors in an ordered array, you know which floor you’re at, hide anything above said index when entering a floor trigger.

  • Trace? Sure, trace Up the Z

image

Filtering Object Types will make it efficient.

  • volume overlap? Why not? Can be attached to the player, once they enter a new floor, get overlapping floor actors.

Another idea is to use a sphere mask: