
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
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