I’m starting to think this as well. Every mode (both GameMode and GameState) is so specific that components are easily too generic to work with for gameplay purposes. Such as scripted events in Resident Evil “Open the door, a panel moves, 2 guys with rocket launchers spawn and a cutscene plays” if that is going to be managed in the GameState then components are of little use.
This is all a learning experience, a work in progress, so I’ll just post what I find here if it’s useful info for others.
I found myself removing the components and writing the logic in the GameState. I’m fine with it
. My initial idea of running the construction script on the GameState / GameState manager components to pull data from the level was flawed. I realized that if you delete / place an actor in a level manually it will not re run the construction script of the GameState. Nothing like that seems to exist in Blueprint which makes it a less powerful tool than I wanted.