Disable/Change Character Blueprints in Different Maps?
Is there a way to change or disable the Blueprints that I have put into my PlayerCharacter, in a different Map?
The Problem is, in my MainMenu_Map I add the MainMenu_Widget (Play, Quit etc.)...BUT then my PlayerCharacter_HUD gets added to Viewport by the PlayerCharacter_Blueprints with Delay. (which is wantend in my First Level) I already managed to cancel out Music and Cues, by playing them in the LevelBlueprint, but I cant do that with the HUD_Widget, since A LOT of Variables like Hunger,Thirst,Health,Stamina etc. were set in the CharacterBlueprint. Changing that would be a hell of work :/
Now when I start the MainMenu. Everything is alright. I can use every WidgetButton correctly, but after 20sec. the Player_HUD gets added to the screen. (by the Delay that I mentioned) But of course I dont want this to happen in the MenuMaps. Just in the GameMaps..
Any suggestions? ._.
Greetings from Germany
asked Aug 19 '17 at 12:25 PM in Blueprint Scripting
You should use different game modes with different controllers for each map. If you still need some function of your original player controller or character you can make a main class and one for each map inherit from the main, adding/overiding method as you need.
An other solution can be to create a "manager class", an actor class who contain exposed parmameter that you can edit depending of the map (you can get if by by "Get all actor of class" node).
BTW the solution you found is the right one, depending what you have to achieve you can consider to make all your game modes/ player controllers inherit from a main one.
answered Aug 23 '17 at 11:09 AM
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