Without going into all the different ways I have seen and used myself, I am looking to see how everyone is doing PRESETS for their blueprint characters. Nice and simple for users to deploy setup and use.
The variables do not matter as much as how you handling the many variations and combinations of settings and variables a designer could use.
Say, you had 14-15 variables that essentially trigger subsets and variables, difference physics, whatever to construct and assemble that Preset type.
Right meow, Im working on something I am not sure if enums is what I should be using. That being said, looking at doing hundreds of variations using tables and structs seems like double the work. I am wondering if (without using C#) could a person generate a list of presets using strings only? I do not think you can generate enums dynamically so I would be assuming the structure would look something like
Parent Type Enum > Bools via struct > to a switch on string?
The function essentially updates all matching blueprints which have a tons of variations condensed in what is 3-4 enums and 10 bools that control the overall usage type for the blueprint.
That being said, each of those values calls functions that are in no way similar to each other but as a whole give a complete item. Such as a Door, a Door with light, a Door with Light and Sound, a Door with Lights, Sound, and UI event.
But also has a second or third “layer” of presets which are the same but allow for level streaming or other advanced functions. IE Streamed Level - Door, Stream Level - Door with Sound, etc.
I am hoping for a workaround for this as is essentially making a supa huge , the hugest of enums, so beautiful, so huge. But if there is a better way, I wouldn’t mind knowing a little of your magic.
Be well and tyia!