Hello Unreal Community!
I’m creating a Portal solution for my game. Basically, I have two blueprints: Portal_In and Portal_Exit.
I want to allow my level designer to put multiple Portal_Ins and link to Portal_Exits on another level, this way the player can travel to specific locations on a level, like the image below:
I’m using Level Options to set the player’s position and it’s working fine, but my problem is allowing the level designer to select a Portal_Exit that is IN ANOTHER LEVEL.
I’ve created a simple Editor Utility Widget that initially lists all levels in my game so I can select them, but I’m not able to list all the actors of that level because it’s not loaded in Editor.
Solutions I’ve tried:
- “Load Asset” node: The solution in the print, it doesn’t throw any error but doesn’t find any Actor either. Only find actors on the loaded asset if it’s the current Level loaded in the editor;
- “Load Level” node: Freezes the editor;
- “Load Stream Level”: Nothing happened either, don’t know if I used it correctly though;
I’ve been considering using a Data Table to manually link the available Portal_Exits, but I’m refusing to believe that there’s no solution to this lol
I’m trying to implement this in Blueprints to keep it simple, but I’m confortable with C++ if that’s the only way to do it.
Any help is appreciated and thanks in advance!