@4zrrrr You can’t with just the default image widget. Here I used a material with a color parameter, which you can access in the UMG animation timeline
This is just a join in progress bug with the billboard device. A workaround is to set the billboard to an empty string “”, Sleep(0.0), then set it back to the players name every time someone joins. Still doesn’t work 100% of the time, but it fixes it most of the time from my experience
Literally all of the environment/level design elements that didn’t need to be updated at runtime would be in a BP. The bases and event countdowns were really the only things that were left out. When an event started, the current BP would be disposed and the new one would be spawned in its place, fully swapping the environments. Anything that needed to be controlled dynamically would be handled separately from the main environment BP, but that was very rare in my case with regular events. I’m not familiar with the events in your map, so if they’re different than the environment changes + mutation event style like in most of the Brainrot games, then this may not be relevant
@GraemeBullX Maybe a difference in the events? We opted for a single large BP that housed everything for an event (meshes, vfx, etc) and didn’t see any dips when spawning/disposing. Seems like the contents of what is being spawned isn’t nearly as important as the amount of individual calls