The fact that to this day we have such hard limitation on the use of the level blueprint is absolutely ridiculous.
Is there any way in which we can reuse code on each of the level blueprints without having to copy from one map to another like in the '80s?
Thank you.
Is there any way in which we can reuse code on each of the level blueprints without having to copy from one map to another like in the '80s?
Youâre not supposed to be doing that to start with, otherwise youâre using the LB for something that is not intended, and in a way that is suboptimal. The whole idea of the LB is to script stuff that is unique and pertinent to that level onlyâŚ
If you want repeatable script, have it in an actor and place an actor in each level. Or keep the script in the framework, game mode, game state, etc perhaps?
Thanks. I thought of all that.
Iâm trying to save stuff in streaming levels.
Game mode, game state only work the persistent level.
For streaming levels, a âsaving managerâ actor in the level doesnât do me any good if I try to save my actors states on level unload, for example, because the saving manager might be destroyed before all other actors.
Why donât I get the actors to âsaveâ themselves? Because it gets way too complicated, and it doesnât work for actors that are spawned at runtime.
Level blueprint works like a charm and itâs so simple to do. But I donât want to have to copy code across ALL my levels when making the slightest change.
Yes, exactly. I want each streaming level to save its own actors only, but the code is all the same. Why is it a good idea to restrict propagating code across all level blueprints? It makes no sense.