Now my collectables stay collected and interactable remember their states with a plugin (which no one is talking about??) from Epic.
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I've implemented persistence in my World Partitioned level with Unreal Engine's Level Streaming Persistence plugin! Feels like a game!
At some point in your game development you'll have to start thinking about saving states and progress, regardless of game engine. In my case I had to address it earlier because I'm using Unreal Engine's World Partition and the actors are loading/unloading or well streaming in and out during play.
Problem: I have a big hub world which utilizes the UE5's world partition and walking back, actors were forgetting I had interacted with or destroyed some collectible actors.
Outcome: Now that I implemented a solution, my demo feels like a game!! Having objects you interacted with or collectable stay collected feels amazing. I don't know why I waited so long to implement this.
🎁 Thanks for watching and supporting!
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📚 Document/links I reference in this video:
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Unreal World guide : https://dev.epicgames.com/community/learning/knowledge-base/r6wl/unreal-engine-world-building-guide
Unreal Roadmap mention : https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/1098-level-streaming-persistence-experimental
SPUD plugin : https://github.com/sinbad/SPUD
Rama Save System FAB : https://www.fab.com/listings/8abab127-0d1f-4c16-83b3-eda7c01b3aae
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⏲️ Time Stamps
00:00 - Intro
01:14 - My test map for easy persistence testing
02:25 - World partition will try and spawn the spatially loaded actors regardless
03:19 - Where I found my solution from Epic
04:11 - Important experimental note
05:07 - Setup the plugin
06:24 - Using that saved value in your actor to initialize "open" state
09:05 - The challenge of destroying spatially loaded actors
10:39 - Make use of the variables you save through the persistence manager
13:55 - Other solutions, SPUD, free option
16:06 - Call to action : give feedback to epic