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Armor System

4
  • Add new Slots in ArmorBar
  • Adding new ArmorInstance
  • Is it compatible with metahumans?
  • How is the armor system made?

Burn System

3
  • Adding new fuel item
  • Adding New Cookable Item
  • How was the Burn System made?

Combat System

2
  • New Weapon Melee 2.0
  • Combo System

Craft System

2
  • Adding New Crafteable ItemDefinition
  • Craft – How does it work?

Gameplay Ability System

2
  • Ways to Spawn Projectiles
  • GAS – How does it work?

Inventory System

2
  • Inventory – How is it developed?
  • How can I use this inventory to another actor?

Interactable System

2
  • Custom Interactable
  • Interactable System – How does it work?

Loot System

2
  • Loot System – How does it work?
  • Loot Actors

Respawn System

2
  • Respawn System – How does it work?
  • ¿Bed?

Team System

2
  • Team How does it work?
  • Invite Team

Weapon System

5
  • Fire Weapons
  • Bow System
  • Melee throwable weapons
  • Wand Weapon
  • Shield / Cover Items

Map System

5
  • Minimap – How to setup?
  • POI System
  • Make a fast MapCapture
  • Big Map – How to setup?
  • What is Big Map?

Node System

1
  • How was the Node System made?

Building System

1
  • How Work Building System?

Enemies System

4
  • Enemies Examples
  • GameplayAbility Death Bot
  • Simple Health Component – Bots Events
  • Simple Controller – Without PlayerState

Locomotion

1
  • Game animation sample

Spawner System

3
  • Actor Spawner Component
  • NPC Spawner Component
  • Spawner Component

Seamless Travel System

1
  • Seamless Travel System

Quest Subsystem

1
  • Quest Subsystem

Cinematic Camera

1
  • Cinematic Camera
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Seamless travel system #

The seamless travel system is composed of three parts.

1. Persistent Subsystem: responsible for storing player data during world travel.
It stores a struct with each player’s data along with their Unique ID (retrieved from the Player State).

The stored data includes:

  • Item Definitions

  • Player State tags and their respective stacks

  • Modified attributes (excluding those provided by Item Definitions, as they do not need to be stored)

 

2. Seamless Travel Component (server-only): responsible for executing the process.
When a level starts, it determines whether player data should be loaded.
It is associated with each Controller, although this may change in the future.

Currently, the decision to load data is based on a LoadData parameter.
However, it is also possible to check whether player data exists and load it automatically, then clear it from the subsystem afterward.

This approach would remove the need for the LoadData parameter, but if a client disconnects and reconnects, the data would no longer be available.

3. Hipernova Library: provides the function to travel between worlds, allowing additional parameters to be passed.

The system supports (parameter, value) pairs. In the example map, LoadData is used, but multiple parameters can be sent.

Since these parameters are included in the map URL, all clients receive the same information, enabling the server to communicate additional data to clients during travel.

 

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Updated on 2 marzo, 2026

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