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A game can contain more than 1 Game Mode blueprint. Because you can use game mode to set current level player controller, hud and spawn actor type, so with one level, you can have DeathMatch game mode, with DeathMatch player controller, while on another level, you can have CaptureFlag game mode, with CaptureFlag player controller, each game mode can has it’s own game rule and win/lose condition, etc etc… So in short, it is to divide your blueprint into smaller module, for ease of coding/update/ understanding…
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No you don’t have to create game mode for pause menu and start menu. And this also mean you don’t need pawn class to control said menu, in fact you can choose to have none as your game mode pawn class.
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Unless it is a big menu like main menu, or some task that require user to work purely on menu, or you would love to implement level streaming system, then I would recommend you do that. Pause menu and inventory menu typical doesn’t exist on separate map, unless again, there is some task that user need to work purely on menu, I usually just implement some widget and add them to viewport whenever I need them and remove/ hide them from viewport when I done with them. The point is that it cost less to create 1 widget then show/hide or add to viewport/remove it 100 times than create 100 widget every time you need it, especially if you also use Tick function inside each widget.
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