Hey Kontur,
I want to give you a a impression of what I do or what I want to do :).
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My goal is it to create a persistent world that was splittet into Sublevels (Overworld) I don’t want to go in Houses directly, If you stand before the door and Press the A Button. The Indoor Sublevel should be Loadet and the Player should be portet. Because I want to do this in a sublevel that I create in the Persistent World I need a Teleporter(You see this Actors in Screenshots) for the Location in the Sublevel(for Example Indoor House) and I need a Teleporter before the House, Entrance.
In the Video the “Indoor” Level is a Town :).
Actually I do this:
Game Instance have a Array of Vectors for Holding the Spawner Locations (in this example House01 Entrance, House 01 Indoor).
When Game launch the GameInstance get the Spawner.
The Doors you can see are also Blueprints and they of a “DoorID” (this ID was used for Porting (the ID is the Index of the Array)) if a Trace hit them the Actor will be ported to SpawnerLocation with the ID.
This works now, I don’t know if the actual solution is “legal”. In the Next step I want to add a Name Variable to Door so I can enter the DestinationID and the Name of the Sublevel that should be loadet.
Here is a Example how I want to handle Inhouse Scenes: SNES Longplay [214] Secret of Mana (2p) (part 1 of 8) - YouTube (Secret of Mana) if the player go in Houses, the House level should be load. The same things for Other areas of game or dungeons.
I want that this also works with Multiplayer, but this is the next big thing I want to research ;).
For Level Design thinking a have the problem that I don’t know where I can Place the Indoor Levels. If I place all Sublevels (Overworld and Houses, Dungeons…) in the PersistentWorld I think its a bit chaotic.
Maybe now you can see what I do / want to do.
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EDIT**
I’ve tested a bit with Local Multiplayer, actually I do the port with the “get player pawn” function (here the standard player index is 0). I tryed many things but I didn’t find a solution that here the bluescript takes the actually player Index. The Port doesn’t work with Player 2, only with Player 1. Can someone explain this to me?
Thanks for your patience and your help 