I am using UE5 to create sort of virtual production environments. Thus I am building scenes with meshes and lights and so on, an now I want to rearrange all elements to predefined positions and rotations with one click. This way I want to have several different “scenes” but all with the same elements in it. Also, the lights should be able to be switched in groups on and off on demand.
I could do that with the sequencer, keyframe all I need and then jump to the positions I need. But this is too clumsy, so I want to have an editor widget and store all elements at once to a file, being able to restore everything by reading this file later on.
Now I wonder how to do that. Is there a system or plugin to cover such thing? Or should I write everything to a text file using custom structures via Blueprint? Or could I use the “SaveGame” class for this, even when never playing?
Sorry for maybe asking a dull question, I am still a newbie…
Now, since I am an absolute newbie with BluePrints, please excuse me taking this thread as an opportunity for further learning.
I now created a widget, succeeded getting a list of all actors within a level and also inherited my own BP_SaveGame from the “save game” class.
I also created a structure that can hold a transform and a memberID as a string, like “directionallight_0” or so. This naming convention seems to be the system for identifying a unique actor in the level, right?
Now I want to serialize all the transforms together with the memberID-string.
Would you say, that this is a good approach or would you have chosen another? and if so, why?