Zones
Last updated
Last updated
The Zone Subsystem provides an easy method for transitioning between levels to and from specific points, as well as breaking a level into abstract "zones" with their own data.
Typically for zones to function properly, you level will need a Level Data Asset. To make one, just search "OmegaLevelData" in data assets.
The Level Data asset will need to be in the same folder as the Level asset. It will also need to have the same name, with the text "_WorldData" appended to the end.
The level data asset will give you all the common OGF data variables (name, description, icon, tags, etc.) It will also let you specify which zone asset you want loaded when the level stats. OR alternatively, you can create an instanced Zone asset for your default zone.
Zones are Data Assets that let you abstract away several different areas in you level. These can be useful for saving space and load times.
Create a new Zone Data Asset from the DataAsset menu.
The zone data asset will give you all the common OGF data variables (name, description, icon, tags, etc.)
It will also allow you to select sublevels or DataLayers you want to stream/load in for this zone and remove when the zone is unloaded. You can also select a BGM asset to play, and any special Gameplay Systems you want activated in this zone.
Under ProjectSettings>Omega: Framework you are given zome parameters to fine-tune how zones work in your project.
The zone transit actor is a basic volume that will trigger a player to change levels when a player's pawn overlaps it.
A designated point a player pawn and spawn at either from zone to zone, or from level to level.
The Zone subsystem is used for handling zone transition and management events.
NOTE: Zone subsystem functions are considered advanced. For general uses, it is recommended you make use of the Spawn and Transit actors.
Function | |
---|---|
Zone Transit System
A gameplay system that will be activated when a zone transition event begins and shutdown upon the transition's completion.
Transit Sequence
A level sequence that will be played when a zone transition event begins and played in REVERSE upon the transition's completion.
Zone BGM Slot
The BGM slot that the zone BGM will be palyed in.
Transit Point
The Zone Spawn Point actor the player pawn will be transited to when triggered.
Transit to Level?
If true, the overlapping player will be sent to a new level instead of a zone point.
Transit Level
The Level that will open on player overlap, if "Transit to Level?" is true.
Level Transit ID
The specific spawn point ID that the player pawn will spawn at when sent to "Transit Level". If blank, the player will spawn at the first point assigned to that level.
Accepted Player Tags
Gameaply tags the overlapping player pawn must have to be allowed to transit. If blank, the player will always be allowed to transit.
Point Name
An optional TEXT field that you can use to name this point. (E.G. If you wanted to use it in a fast travel system.)
From Level
When transitioning from this level, the player will be spawned at this point.
Zone Point ID
Used to specify this point's ID. (E.G. When you have multiple spawn points for a single level and want to designate which one to spawn at on transit.)
Gets the current Level's data asset.
Gets a zone reference to the current level.
Gets a level's data asset from its soft reference.
Get's all current loaded zones.
Get's the first currently loaded zone.
Checks if a zone is loaded.
Tries to load a zone. Optional* can unload all currently loaded zones first.
Unloads a specific zone asset.
Load's a levels default zone.
Manually transition a player to a new level from a soft level reference.
Manually transition a player to a new level from its name.
Manually transition a player to a spawn point with a designated ID tag. (If "player" is blank, it will default to the first player controller.)
Manually transitions a player to a spawn point. (If "player" is blank, it will default to the first player controller.)