I’m working on a JRPG-style thing (with a huge twist, but that’s not important for this discussion
). I’m trying to figure out a good strategy for transitioning to the battle scenes. Currently, they live in their own level. this is because the GameMode is very different for them than it is for the the rest of the game. Trouble is, now I have to store a lot of information in the GameInstance (actually a subsystem) in order to return to the state I was in before the battle. Plus there’s the hitches between level loads. I can sort of amortise that by creating the battle scene as a sub-level that gets loaded along with the main one but I still have the sync issue.
I’ve considered just hiding the battle arena(s) in the world and then jumping to and from them. This makes the GameMode and PlayerController subclasses messy and complicated. And causes rendering issues (such as lights in the main map affecting the battle map).
In an ideal world, I’d like to deactivate the existing level, activate the battle level, fight, deactivate the battle level and re-activate the main one, and then just do whatever logic to handle the result of the battle. But Unreal seems to be fighting me, lol.
Thoughts?