A day late I fear. Anyhow this is what I've been working on.
As I discussed earlier I have the interaction actor swapped out for a new class,
an interaction hub. Instead of separate class for each button-- as I had initially
set out-- I now have meshes connected to scene components serving the same function.
You can see the hub's open and closed state works we'll. The actions associated with the hub, flagged in editor by a series of bools will become un-hidden and have collision enabled when the central mesh is clicked.
Here you can see the enumeration's which feed into the Event Dispatcher that goes to the level blueprint. Where I have a switch statement triggering events from there. I will keep fiddling with BP communications because I'd like to have scaling classless that register events on their own. but for now I'll push forward.
Now I'll talk a bit about the save structure. I have a class of save object called a slave slot and I have a "Defaults" save Object that will save the active save slot and rerecord it each time the game is launched.
The below are from the Level Blueprint on what will be the Main Menu Level.
I believe below is the sequence that branches to the creation of the save slots after "Then 0" position and "Then 1" position goes to a branch that verifies the existence of the "Defaults" and if it finds none creates it and sets the first save slot as the default save that will load when the game starts.
Bellow you can see where I have meshes in the main menu level register clicks and designate which save slot as active.
I'll point out now the save structure as of this writing isn't fully implemented but by later this evening I"ll have it loading levels and saving and loading test variables.
And here is a look at my trippy looking place holder main menu level.
What's left to do? A metric Tonne. For example I'm still not happy with the IA hub as far as placement of buttons. I've attached them to scene components so they can be moved around.
I also have to go back to the camera actor and implement a method of moving the camera while the player is moving in done direction or the other.
Next month I'll start working on that conversation engine that I've been chomping at the bit to make. Remember I'm using unreal 4.2. So, no UMG for me. See you next time.