Saving Record Time for every level in a structure?

Here’s a quick mock-up of how this could be set up:

The Game Instance can Add New Highscores, and check existing Highscores:

317897-add.jpg

When the level is over and you need to see whether a new entry is needed:

You do not need to use Timespan, ofc. Use whatever data you’re using now.


I’ll just add that I’d send a struct to the Game Instance and have it check internally whether this entry is worth adding. The player character / controller / currently played level should not really care about this kind of stuff.

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