Multi-Level Grids¶
Setup¶
In this section, we'll cover how to create distinct grids for each level. Essentially, since grid data is saved and loaded from a .sav file, you can assign a unique .sav file to each level. This is managed through BP_SaveHandler
using the SaveName
.
To set up a grid in a new level, simply follow the steps beginning with Step 2 in the Setting Up section. The only adjustment you'll need to make is specifying a unique SaveName
in Step 3 within the BP_SaveHandler
.
This will allow you to have level-specific grids! You can modify the shape, tile count, generate tiles, and more—each change will only be applied to the current level.
Saving¶
Always save your current level's grid data using the Save Grid button in BP_SaveHandler
before switching to a new level. While runtime level changes are automatically handled by the plugin, PIE (Play In Editor) changes require manual handling. For instructions on managing PIE level changes, refer to Saving Multi-Level Grids. Additionally, remember to press CTRL + S
to save actor settings before changing the level in the editor.