Not yet, I need to get a dev device to work with and I just haven’t done it yet, I am hardcore PC dev and have not ventured into mobile much yet, but it is on my to do list
[QUOTE=Azarus;661712]
Looks nice, But i have a question! :)
For exmaple i have a service figuring out who to attack currently and its storedin a billboard, and the AI is following that target always.
Does it save the behavior tree states too?
[/QUOTE]
I will pm you so I can help you with your setup :)
My system does not need or expect anything that would be different between a dedicated server vs a listen server, you can test with listen server and then put on dedicated server without issue, or test dedicated direct, you just call a few static BP library nodes from anywhere in the game to save/load
Only the Server can load save files since actor creation belongs to the Server
[QUOTE=Rumbleball;666877]
Hey Rama,
thanks for the plugin, really great work.
With the newest version for UE4.14 however we encounter an issue. It seems you are spawning an actor for saving. I gues this was not in the previous version? We were saving on event EndPlay (dispatcher). This is now broken, cause the actor spawn is ignored when the world does crumble to pieces.
cheers
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Hi I will pm you so we can get a dialogue going, solutions will of course become public in my plugin as soon as I develop them.
My first thought was to see if you could save before calling Super::EndPlay, but you may have to consider saving periodically, the purpose of the actor I am now spawning is to enable Async saving to occur, which you can enable in Settings. The other reason for the actor is to enable the async Level Streaming process to occur.
If no other solution is viable, I can add an option for reverting, but frankly, you are better off doing periodic async save (Which won't drag on the performance of the server because I am fully multi-threading the save process now), this is more stable than relying on EndPlay.
And if it a save cause every player leaves, well then you don't have to end play till you are ready.
But the advantage of the actor is now you can save in the background on periodic interval without affecting gameplay. Endplay wouldn't give the async process time to occur anyway as I launch another thread. :)
♥
Rama
My system is object-oriented, so your stats and inventory would want to have an outer Actor container, which has the Rama Save Component, which is the Object storing the data.
So your outer container could be the player unit, a Global Save Actor, or any particular actor that the values all pertain to.
If you have a bunch of abstract data I recommend Global Save Actor: