I’m making a fighting game using only blueprints. There are multiple fighters to choose from that each have a name/weight/speed/mesh/etc so I’m currently using a struct to store all needed data. I have a demo Character Blueprint that all of this data is passed to in order to change its attributes and mesh.
The goal is to make it so that if player 1 chooses fighter_01 at the menu, the gameplay mode will only get the struct for fighter_01. In my current implementation I have getters for all of the fighter structs and use a switch to match the chosen one with the correct data. This worries me because it seems like I will have the data for the whole cast of fighters loaded up.
Is there a way to only get certain structs when necessary or any better way to do this? Thanks.