I am currently trying to implement a Counter Strike like round system, which resets the map state at the end of each round while preserving the GameState. It needs to respawn destroyed Actors, remove Decals, kill dynamically spawned Actors and open/close doors etc after each round.
I just can’t get it to work.
I tried to
bSeamlessTravel = true;
but that just reloads the map and kills the current GameState - and I handle the RoundTime, CurrentRound and the RoundState (Buytime, InProgress, EndingSoon) in there.
I also tried
which just calls Reset() on every Actor, that doesn’t help much.
What is the best way to do this? Any help appreciated.
Thanks in advance.