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I don't have the luxury to write a full answer, unfortunately, but here it is, at a glance. Note that there seems to be some fundamental architecture differences between what we have and what you have, but here goes. First, when we enter a game state, we register this as a listener to the events in which the game state is interested; we kind of have a ...


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I'am the developer of EMS. There have been several different approaches in handling destroyed Actors with my plugin. Fake destruction by turning the Actor off. Disable collision, tick and hide it. Just save a bool to check and turn it off again on the Actor Loaded event. Maintain a list of Actors in your level blueprint(Or your own class) that is saved/...


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