The following setup can be seen implemented in the unit test project as an example. Open the TestWorld
to have a look.
- Add the
EPF_PersistenceManagerComponent
to yourSCR_BaseGameMode
inherited game-mode entity. If your game mode does not inherit from it, you will to reimplement the functionality of the component and hook up the events it uses, so the persistence manager is set-up correctly. - Go into the component attributes and add a
Connection Info
instance to something likeEDF_JsonFileDbConnectionInfo
and enter aDatabase Name
likeMyGamemodeDatabase
. For more info on the available database types please read this. - Decide what kind of respawn process you need. The framework does not offer any finished respawn system which integrates into the vanilla loadout selection out of the box. Instead either connect the current vanilla system yourself or use the system used in the test project. It spawns players with exactly one loadout configured through the
Default Prefab
attribute on theEPF_BasicRespawnSystemComponent
. Fruther re-useable classes for the (re-)spawn system and a configurable integration into the vanilla (re)-spawn system will be added in future versions. - Setup any entity prefabs that are not already configured through a common vanilla base class (
Item_Base.et
,Weapon_Base.et
,XXX_Base.et
, etc). - Add save-data classes for your custom components and scripted states.
- Profit.