I’m doing a surrealistic horror scene where I have one room. Then I took that room and duplicated it and turned it 180 degrees and connected it to the other same room so that the player progresses but they just end up in the same room only they’re entering from the exit. The second room has differences. Then I made a third clone of that room to place where the first room is that intensifies the scene even more -as if the room is changing every time the character goes into the room. So I decided to group the third room and place it in line with the first. I’m going to hide it then show it with a trigger box when the character returns to it. Only thing is - I can’t seem to figure out how to create a bluprint that includes that entire third room and everything in it as one entity. I did group it - still it sees it as a thousand different entities. So, 1) I’m not even sure if I’m doing this the right way to begin with and if I am, how do I create/get/harness a blueprint where I can put my nodes for that room and everything in it so I can make it all appear?
Take a look at level instance loading
I’m not sure if that’s exactly the right vid, but basically you can make the room a level, and then load as many copies of it as you want.
Oh wow! Great stuff! Thanks so much!
Tell me if you get stuck
Okay, so watched that video. The problem is that with level instancing if I change something in one level it changes it in all the instanced levels. I definitely don’t want that. These all need to be three same rooms with vastly different features inside. If I decorate the second and third rooms - all the rooms will inherit that change. I can’t have that.
Ok. Then you can just copy the map file. And load each of them separately.
Well it needs to be a seamless transition with no loading. I guess I can drag a reference to the group actor into the level blueprint and work from there.
Try loading it as a level, it will be seamless, if the load in the level isn’t too bad.
I’ve got a plugin on the marketplace (rdBPtools) that does this kind of thing - it allows for randomization in the rooms as well - it encompasses them as a single blueprint so they’re easy to move around - no need for level streaming - here’s a link to a tutorial describing showing the room in a trigger:
and here is the product:
Nice! Thank you!