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Another imp outfit, bluesky, and doors

I'm going to jam through a handful of these imp outfits this month. This one is for the quartermaster / merchant. The next one will be the boss dude's outfit.

I'm trying the social media thing again! I'm terrible at this stuff but I'm going to try and post regular work in progress and development bits over on bluesky. If you want to check it out you can find me here: https://bsky.app/profile/feigndev.bsky.social

Doors. I've been fighting that loading issue bug when the player uses a door and teleports from an interior to an exterior and when it breaks the player gets dropped into the middle of nowhere. So I went back and dug through the documentation because something is clearly wrong. I think the issue is caused by the streaming sources in the world partition - https://dev.epicgames.com/documentation/en-us/unreal-engine/world-partition-in-unreal-engine#streamingsources

What my previous doors were doing was showing the new layer, waiting for the interior door actor to load, then teleporting the player to that door actor, and hiding the old layer. I think what was happening was in the few seconds before teleporting the player but after loading the door the game would begin to cull out the door and the new layer because the player was too far away and it was trying to save memory / do clean up.

Now the new doors... the exterior door has a reference to a target actor. That target actor is not spatially loaded (so it'll always be sitting there and won't be culled out by distance), and has a streaming source component. The player will use the exterior door, activate the target actor as a streaming source, set the target level to visible, the streaming source will begin to load everything around it, then teleport the player to the streaming source actor location, then unload the previous level / location.

In theory this should solve the issues. Now I just need to go through and reconnect all the doors and add the target actors.

Another imp outfit, bluesky, and doors

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