by definition it should be the role of “Game State” (or a local, non network version of it)
I just found GameInstances that are also persistant through levels
https://www…com/watch?v=5w594D3qtLs
There is enough actors which always is, differently replicate and persist.
GetGameInstance , getGameMode , getGameState , getPlayerController …, the commands giving you references to them, and program do not need to load additional actor and select item from array for no reason
cast is a way of ‘transforming’ instance reference to sub|parent class instance reference (on pins’ tooltips you have “|1| object reference”, with casting to target class you can edit the |1|), you can get variables with “get” node from instance of class(blueprint) in which the variable was defined
Well, you can make sending message to storage actor to initialize sending the value from it
I LOVE YOU!
It’s 9/21/2018. Do you guys have a global variable yet?
For me is best solution GameInstance. You can set up Game Instance in Project Settings → Maps & Modes.
Game Instance is persist thru level loads, so it’s truly hold your variables all the time.
more info at:
https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/111663-global-variable
It works like a charm! Thanks buddy
Man, if only any of these solutions worked in the Robo Recall Mod kit. I’m streaming levels in to create a random dungeon for the player to explore but I wanted to take the enemies in each streamed level and count them so the level ends once you defeat all the enemies. Nope! Not possible. ugh.