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