Storing Presets methods?

Anyone got any tips on storing Presets for Levels like skins / items / colors etc.?

For example if I had a Summer or Autumn set of colors.

Without knowledge of how you’ve implemented your systems, I can only give a general suggestion: Use a map from an enum (ie ETheme) to a struct (ie FColorTheme).

ETheme would have elements like {Default, Summer, Autumn, Spring, Winter, ETC}
FColorTheme would be a bunch of linear color variables that serve purposes like {Primary, Secondary, Accent, Highlight, Emissive, ETC}

You can then make that map in every asset that you’d want a different color theme for.
Alternatively, you could have a map from ETheme to whatever variable type you use for skins (ie FItemSkin). FItemSkin could then be the thing with FColorTheme.

You can implement the FColorTheme by using either custom primitive data or dynamic materials.
The former is more performant and requires less setup, but the latter is sometimes required since primitive data is per mesh rather than per material.

I’ve been using Actor Components with children, like LevelSettings / LevelSettings-Autumn etc. was using Objects before but can’t access them within the Level Editor.

Just found the “Level Variant Set” object, didn’t know how long it’s been there but might do the job. However, only seems to take into account most things already in the Level don’t know about spawning objects.

Yes- it’s only for actors already in your level.

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