Level Traversal System


Map File structure

  • New folder in Lunos/Maps named after “World” name
  • WorldName_SubmapName.umap
  • Persistent map is just named WorldName.umap

LevelStreamingControllerComponent

  • Placed in persistent map - only actor in it
  • Handles loading of submaps automatically
  • Spawns LoadingScreen_BP
  • After loading, calls “MaterializePlayer” event - spawn components listen for it

SpawnComponent

  • Listens for “MaterializePlayer” event from LSCC
  • Has a “Spawn Point Name” variable for saves
  • Spawn code can be “overwritten” by unchecking “Component handles Spawning” and assigning the “Player Spawned” event

LunosPlayerStart

  • Comes with a spawn component
  • Has a type with various forms of spawn in techniques

DefaultLunosPlayerStart

  • EVERY MAP MUST HAVE ONE OF THESE
  • Is a child of LunosPlayerStart
  • LSCC falls back to this spawn point if the save location is not found