As the player grows we don't want the player to store all its related values incase of the character being destroyed or respawned. Which might end up reseting values and loosing reference to player specific information that should be persisted throughout the gameplay.
Acceptance Criteria
[x] PlayerState blueprint exists
[ ] Persistent player values are migrated to the Player State
Implementation
[x] Create the PlayerState blueprint
[ ] Link the PlayerState the possessed spawned player
[ ] Initialise through the GameInstance or GameMode
[x] Migrate all related layer meta data to player state
Description
As the player grows we don't want the player to store all its related values incase of the character being destroyed or respawned. Which might end up reseting values and loosing reference to player specific information that should be persisted throughout the gameplay.
Acceptance Criteria
Implementation