I would like to make a checkpoint system and save/load system where there are “n” levels with “n” checkpoints each, and everytime the player gets to one checkpoint, it automatically saves what level and what checkpoint the player has arrived to, so it can load it and spawn the player at the checkpoint the next time they play.
I’m making C++ classes for almost every actor in the game, and then make a blueprint class derived from them to actually use in the game, this icludes the gamemode and game instance.
So, what’s the best (or simplest) way i can do this? Tell me if this is a good idea:
I was thinking about using box triggers and writing in their C++ class some code that checks if the player has overlapped them, and then, as a cast of the gamemode class, i override the preferred Player Start (not sure how) with the one associated with the last triggered checkpoint.
Since saving the game in C++ is way out of my league, how would i use the SaveGame node in Blueprints (inside which BP class?) to make a save file that can be read when the game is launched and just saves at what checkpoint the player has arrived? I tried looking at some tutorials but i cant really understand how saving works and loading works