![]() UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category=SolusLevel) ** A Custom name for each Solus Level, specified in Level BP Default Properties! */ #include ""Ĭlass ASolusLevelScriptActor : public ALevelScriptActor You can also write blueprint node functions specific to your game's levels! This is a template you can use for your game to create custom properties for every level in your game! This level-specific save data that Designers specify in the Level Blueprint is saved to hard disk as compressed binary file data, and is loaded/saved each time the level is streamed in or unstreamed.īelow I am sharing with you the basic structures you need to make your own custom Level Blueprints for your game! #. I have given every level in Solus a series of arrays of different data types so that Level Designers can load and save level-specific save data, using only Blueprints! I then create binary files using the Level-Designer-Chosen Solus Name! These are the files that show up in the save system of Solus. Using an extended version of ALevelScriptActor for Solus I have successfully:Ĭreated a custom name property that Level Designers can type in per-level, giving each Level the exact name that that they feel is appropriate, regardless of what the level. Using ALevelScriptActor you can create custom properties that are important for every level in your game! I finally realized that you can extend the Level Blueprint! # ALevelScriptActorĮach instance of the Level Blueprint is actually called ALevelScriptActor. To do all of this in the most effective way possible was quite puzzle! I also wanted to tell each level to load its binary save data and save its binary save data when the level is streamed in and streamed out! I also wanted to give Solus level Designers the ability to save to binary files any arbitrary data they needed, using only Blueprints. Project Created by Sjoerd "Hourences" De Jong # Video: Introduction to Solus # Solus C++ Tutorial: Creating Custom Level Blueprints in C++įor my grand goals for the Solus Save System, I needed a way to give every level a custom Solus Name, and I needed to associate binary save data with each level. The reason these are "Solus" tutorials is because I am sharing the development process of the Unreal Engine 4 game called Solus from the C++ perspective. This page is a repository for all of the C++ tutorials that I will be making that are directly related to the Solus Project! 8 Custom Game Instance For Inter-Level Persistent Data.7 How to Make Custom BP-Defined Console Commands. ![]() 5 Custom BP-Accessible UObject Components.3 Solus Options Menu: Screen Resolutions.2 Solus C++ Tutorial: Creating Custom Level Blueprints in C++.Solus C++ Tutorials - Epic Wiki # Solus C++ TutorialsĪpproved for Versions:(please verify) # Contents
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |