Good day.
Hope someone can help me.
I think this is just the reality of the game I’m making hitting me in the face, but I’ll ask anyway.
I have a level where you walk around in first-person through a number of different rooms.
I am currently trying to create individual rooms (consisting not only of Static Meshes (cups, chairs, tables, barrels, etc.), but also interact-able Actors, AI, etc.), group them together and then “hide” them.
Then, at some point, these rooms will “Spawn” in (or become visible) and the player is able to enter and interact with everything. I need to do it this way because the rooms will change. Drastically.
The way I’m currently doing it is I create the individual room, create a separate blueprint actor called BP_Room that has a TArray<AActor*> variable. I then manually add an element to this array and, using the “Picker”, pick ONE of the Static Meshes, Blueprint Actors, AI, etc relevant to the individual room. For. Every. Single. Object. Each of these rooms might have 50 different objects.
I’m guessing that this is the nature of the beast if you want to have entire rooms that are interact-able, be hidden.
Or is there perhaps another way?
PS: I am using C++, but I think this is a Blueprint problem since I’m creating the rooms in the editor and am trying to… well… connect them to a Blueprint Actor.
Thank you in advance.