hi mono
thanks a lot for the new videos, they are great!
few questions :
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in the new version I noticed that there is some lad/ delay when starting the game. after a lot of searching i ended up in the turnmanager in the NotifyPlayerReady event there is a delay for tick node that is set to 20. i think its a mistake and probably should be 2. but if you did it on purpose can you explain why?
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in the setup base edges function in grid manager you made minor change in the new version. that change made some problem with my outer line display i did. it seems that is now (with the new version its gives me incorrect line).
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this is a Very general question. i have like 40 character a player could choose from to start a mission. my base character have a lot of variables and some components. i have few option on how to have all the 40 character and there data store in the game , but i need your input on what way you think is the best to organize every thing. one way is to make to each one of the 40 character a separate character with all his stats and variables on his character, but making 40 like this doesn’t make sense to me (does it?). the other way is to place a tmap list with struct somewhere like in the gameinstance and store all the variables for each character there. and just spawn from this tmap the character according to there name (for example). is this a better way to do it? is there another way you would have done this? performance and memory wise.
thanks
leo