Hopefully someone can tell me the easy way to do this, as I am busy building far too a complicated a solution in my head.
I have a persistent level which manages a bunch of streaming levels. Player is able to pickup actor objects in any streaming level and move between the levels. Works fine, until you unload a streaming level behind you, then whoops… your inventory is gone. I looked at seamlesstravel - doesn’t seem to be workable with blueprints, and is for network state persistence more I think? I have a lot of pickupable actors - so I am not keen on spawning them into existence into the persistent level, as there a problems with collision if the streaming level in question isn’t loaded… plus complications about which actors to spawn, etc, etc.
Please tell me there is an easy way that doesn’t rely on my copy multiple actor states into my GameInstance, and rebuilding the actors from scratch in the new streaming level…!
PS - Wouldn’t this be nice in blueprint: AActor->PersistToLevel(LevelName)