I’m wondering what would be the best way of saving which collectible items have been picked up by players and which ones have not? I spawn around 250 collectible coin-like objects in a level.
The only blueprint friendly method I’ve thought of would be:
when saving: getting the current location every time a player picks up an object, saving that location to an array.
when loading: I’d loop through the array of locations saved in step 1 and check if a collectible item exists at the saved location, and if so, destroy it.
I’m always so worried my methods are unclean, messy or terribly inefficient so I’ve been wondering if perhaps there’s a obvious better way of doing this?
Any kind of tip is greatly appreciated.