Oh my god. What did I even stop working on yesterday? Ok, I was fixing the timeline ... yea I was doing something to replace the code for the time jumps on Game Over and when the player starts a new game, so that I could load the simplified code during "Load Game" as well. I remember a bug .... oh yes, the time jumped 2 hours further during each attempt and I thought it was a systemic error that caused it. But the reason for this had nothing to do with the code itself. The execution line wasn't connected to the main function and it still used the old code (the one that used to speed up time to get to a specific time of day and check whether the DaytimeHours variable matched the required Integer value).
Ok, so I remember I fixed that ... then I remember it almost worked, but I had to restart the engine, because it didn't register the changes in code across the board and kept throwing out different times of day nonetheless. And I had to rebuild the main levels and blueprints and re-save them. And then I waited for the engine to restart and went out with the dogs. And then when I came back and checked it out it worked.
Ahhhh now I remember: Then I moved over to world and level streaming for savegames. Savior saves the landscape the player is on, but doesn't stream the surrounding ones. Yes, then I fell into the water multiple times in game after loading a save slot and I tried to figure out the correct succession of events and code segments, so that the foundation box underneath the player is guaranteed to spawn in regardless of where he is in the world. Then I copied the world streaming code from one of the loading zone blueprints into the load game file and connected everything to the appropriate code lines. But it still couldn't remember and connect the main global blueprints with the new loaded game. So I remember I set all the variables for the music creator, the global variable collector and the other major blueprints to "Savegame" and then moved on to other blueprints to do the same.
I corrected all the dummy spawners and adjusted the code, so that during "Load Game" the game would remember which items were spawned in and which were not. I also made sure the game is now aware of the exact landscape model the player is on and I fixed the compass and the clock. Then I found out I had made a mistake, because I adjusted the "Destroy Actor" BP to make the game remember which actor was destroyed, but found that it was completely unnecessary as the dummy spawners already take care of that themselves and by implementing the new code, I actually messed up the functionality of the dummy spawners. So I went back in and then removed the code for all 24 dummy spawners that I had implemented for them.
Once I was done I then wanted to adjust the variables for hideouts and global BPs, but found a Textcreator blueprint for the Queen boss fight, that was non-functional and not implemented. There was a reference to the Queen's boss arena, that needed to be removed in order for the blueprint to be ready for deletion. So I did that, but because of the size of the code of the boss arena in combination with the references it's tied to, the engine took 90 minutes to get rid of all the references and cross connections for that one text creator. And eventually I remember it deleted that reference, but by then I had spent a disgusting amount of time on Reddit reading up on a potential World War 3. So then I stopped working on it, saved the session closed Unreal Engine and tried to fall asleep, but couldn't.
Yes. That was it.
So today I need to go back to those blueprints after the Queen text creator and continue removing individual blueprints that are no longer necessary and adjusting variables and adding SGUID nodes and Construction Script code segments to the other ones, so they are all being saved correctly at runtime.
Alright. Let's go.
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