Qamata
(Qamata)
December 16, 2020, 10:13am
245
Hey Qamata,
If you follow the method shown in video 3 of the Tutorial Series linked on the product page, the two systems should be fully compatible without any modifications, however, if you want to make the menu map and your game level(s) sublevels of the same persistent map (see videos 1 and 2 for details), there are some changes required, which I will go into detail in the Support Thread (as the character limit here is too restrictive).If you follow the method shown in video 3 of the Tutorial Series linked on the product page, the two systems should be fully compatible without any modifications, however, if you want to make the menu map and your game level(s) sublevels of the same persistent map (see videos 1 and 2 for details), there are some changes required:
Pro Main Menu starts any level transition in a macro called “Open Level” located in the “WB_ProMainMenu” widget.
In this macro, instead of calling the function “OpenLevel” (same name, but one is a macro from the asset, the other a function of UE4) you would have to call “LSS Open Level” instead.
You will also have to close the Menu and replace the screen fade animation. See an example in the screenshot below:
Thank you very much. Your solution works like a charm 100%.
I just spotted a bug in class BP_Pixel_Ship_Player, its its an issue with UE4.25 , the Get MoveRight is not working , i have replaced it with a sum of “Get Move Right ” and “Get Move Left ”,