today i need youre help how to use manipulated Struct Values between different Blueprints and Levels.
I have a Charakter Editor to roll out some Stats like Strength, Intelligence, Charisma etc.
i Use a Struct with simple Integers with a Parameter of 0 for the Base.
Then i use a Widget-Blueprint to rollout the Stats for all Characters.
But how can i use these new stats in other Widgets and Blueprints and also in other Levels?
Hey there @VyTe! So the best way to pass around the relevant struct data depends entirely on how your game works.
So if you’re single-player and just change levels here and there, there’s no issues with just popping a struct variable on your game instance then assigning values there as that would be with you. The game instance will keep the data regardless of which level you’re in.
You can also use the save/load functionality if you’d prefer, where every time you load into a new level it loads your character stats and applies them to the new actor. This is more cumbersome but same basic idea.
If you’re using level streaming you can put your stats directly on your actor or their playerstate since they will remain in the persistent level.