Binary Compressed Save System, Save Entire Dynamically Generated Worlds! ♥ Rama

Thanks for your reply. Currently we are offline, with multiplayer to come in the near future.
Right now the workaround is (VR-Game): ESC has been disabled for closing the editor/game. Within the player character, which is always existing, ESC->Save->QuitGame. This will give your actor the opportunity to suck in some fresh air :wink:

I’ve already seen your async saving in action and it looks dam good. Thats what we would need for VR to keep the game going. In your demo video you are saving a whole bunch of data of actors that are static in the world, not moving, not able to receive input. But how is async saving working out if the player is still able to input data, change object state, automatic moving objects are moving, while async saving is going? Especially in multiplayer games this is a reasonable question, cause you can’t freez the game for tons of players just cause you are doing your periodic 5min interval save.

With unreals SaveObject system it’s always: load slot->if not exist, create it->save data to it->save slot. Means you append data to the given savegame.
With your save system it is: Save. You pickup every actor with a RamaSaveComponent and store it. But how about appending only changes to an existing save like SaveObject from Unreal? Am I missing something?

cheers