i am working on a new Project. It’s a coop game like Resident Evil 7 mixed with Alan Wake. The campaign is designed for coop but also for singleplayer. Now i have some questions and hope someone can give me a hint how i set up some things.
What’s the Goal? I have several objects the Players can interact with.
- Switches with Password to unlock some objects like doors, or lockers
For now all things are working. Each Player (Server or Client) can pickup items (1 for now), toggle the lights over a Switch, enter a Password to unlock doors or shoot at the lights do destroy them. For my question i explain how i set up my lights with Switch.
I made a Switch blueprint. It work like in singleplayer. You overlap a sphere collision and then the Switch enables the Input for that Player. If you “use” the Switch, the lights toggle there visibility. The lights are a simple Array from the actor BP_Lights. If i place the Switch in the Level i can assign each light i want to that Switch. BUT: How do i manage if i have, let’s say 4 types of lights. If i want to use that lights i have to make the whole script for each light again.
Is there a way to have one Master-Blueprint and get the object of that? What’s the best way to handle multiple types of blueprints with one script?
I think there must be a way. For now all is working. But if i have to make for each object the same script, i don’t know if this is good.
In many Posts i saw, that the People have the Problem to get the Players Controller id. In singleplayer it is always 0. But in multiplayer i have found a way that work. Like i say with overlapping Players and enable Input. I do the following: OverlappingActor->Cast to Player->get controller->cast to controller->get controlled pawn->enable input->Use object->cast to controller->Use “Server”->cast to player->Use
This way is really complicated, but it work very well.
I hope someone could give me a tip how to handle many types of items.