As the post title suggests, I’m trying to figure out where it makes sense to create the HUD , Menus, and UMG widgets for a game.
The current scenario is that I want to pop up a message on the screen when the player completes (or fails) a level. Based on the description of the GameMode class, completion / failure looks like it should be determined by the GameMode. Does this mean that the GameMode should monitor for level complete/fail conditions then modify the HUD / pop up messages as needed?
In the level I’m working on now, the level is completed once the player reaches a door at the end. To implement the above design (GameMode being in control), I imagine the following steps would be taken:
- The Player Pawn would monitor for collision with the door
- When collision happens, it would notify the GameMode. This could be done by either calling a function on the game mode, or setting a flag in the Pawn’s class. Setting the flag would imply that the GameMode would be ticking and looking at that flag - would that be a bad way to do it?
Hopefully these ramblings make a bit of sense … thank you in advance for helping me wrap my brain around these basic design concepts!