OK, I’ve battered my way through forums trying to figure this one out, but I just can’t.
I have a game. It has two effective areas where things happen:
- The main map, in this case example_map
- The HUD, where most of the game takes place.
Since all controls for the game take place within the HUD, including scoring, changes to static mesh actors, etc. 90% plus of the game is in the HUD…
What I want to do is play a simple sound when the first START button is pressed, which I can do and works fine, but that happens when it loads example_map as part of the level blueprint. However, I’d rather not mix and match.
What I then need is to have a continual music loop playing until an error is made in the game. However, if I use Play Sound 2D then the sound never ever stops, and I cannot call upon any ambient sound actors to activate or deactivate.
If I try to communicate between the level blueprint and the HUD at all I get nothing, no indication that the other exists, either way around. The level blueprint will play and activate whatever I want but is incapable of ever being told that a state exists in the HUD that anything should change. I’ve spent over a week trying to get boolean calls, and even tried to cheat them with float