Understanding When to Use Game Modes and General Organization

JJChalupnik
Sun, 16 Sep 2018 09:58:13 +0000
Blueprint

This is a fundamental and organizational but basic type of question(s) that I’m trying to wrap my head around. I’ve read the documentation on Game Modes, and watched a few videos but it’s still unclear to me how to answer your own questions on when and what to do when adjusting Game Modes. So in an effort to better understand how Unreal manages data, I’ll try and make more specific questions here and hopefully get some insight from you awesome people.

1. Can and should a game contain more than one Game Mode Blueprint? Why?

2. Do you create a new game mode for pause menus and start menus? Does this also mean you need new pawn classes to control said menus?

3. When isolating and organizing work, is it a good practice to place menu systems in their own levels/maps? How does this correlate with pause menus or inventory menus that need to exist in-game; do those exist on separate maps as well? If this is the case (as many youtube videos suggest) how do you call these menus without significant lag?

I have more questions regarding the organization of these blueprints but I’ll start here. Any reading or insight would be really helpful, as I’m not sure how to ask these types of questions in documentation or video hunting on youtube.

Thanks!

7 posts - 1 participant