Rama
(Rama)
March 12, 2018, 3:05am
72
Rama is Back
Sorry folks I was moving home locations here in FL due to a mold issue in my previous residence, so I was away for a while.
Rumbleball:
NOTE: We are still on UE4.16, maybe you changed that already.
Edit: Just had a look, still exists in UE4.18
Hey Rama. I would like to determine if an actor should be saved or not in RamaSaveEvent_PreSave.
This does not work as you
if(!EachSaveComp->RamaSave_ShouldSaveActor)
{
CompCountNotBeingSaved++;
}
before you call
EachSaveComp->RamaCPP_PreSave();
Thus when changing RamaSave_ShouldSaveActor in some PreSave function, it will save accordingly but the memory allocation 'n stuff is wrong.
Just swap the call order and it should be fine.
Thank you for this!
Great suggestion!
I will implement in my next update which includes my versioning architecture
What is your desired engine version?
Rama
Hey, Rama. I’ve been finding that it’d be super useful having a way for the Rama Save System to communicate generically about save events. That is to say, you can bind save event delegates on the RamaSaveComponent for specific actor save events, but there’s no way for the save system to message save events in a more generic, non-actor specific sort of way.
One solution I thought might be nice is to create a RamaSaveGameStateInterface that you can implement for your game state so the RamaSaveSystem can trigger save events at the game state level (e.g. when all actors are done saving or loading).
Does that make sense? If not, maybe I’ll just implement and pass it along to you.
Can you give me a specific example so I can understand exactly what you’d like better?
In your code example, why did you make it an interface instead of adding directly to your GameState?
Lovely to hear from you!
Rama
Are you experiencing an issue with that? I tried my hardest to make the Rama Save System as compatible as possible, which means if data exists from an older save I load it, and if new vars were created or new stuff added, I obviously can’t load that data, but the save file will still load whatever it can
Rumbleball:
Having a realy hard time here using a custom RamaSaveEngine class.
The issue: Can’t start the editor any more. Getting a crash during editor loading at 71%.
Here the log from VisualStudio:
'UE4Editor.exe' (Win32): Loaded 'C:\Program Files\Epic Games\UE_4.16\Engine\Plugins\Editor\FacialAnimation\Binaries\Win64\UE4Editor-FacialAnimation.dll'. Symbols loaded.
'UE4Editor.exe' (Win32): Loaded 'C:\Program Files\Epic Games\UE_4.16\Engine\Plugins\Editor\FacialAnimation\Binaries\Win64\UE4Editor-FacialAnimationEditor.dll'. Symbols loaded.
'UE4Editor.exe' (Win32): Loaded 'C:\Program Files\Epic Games\UE_4.16\Engine\Plugins\Editor\GameplayTagsEditor\Binaries\Win64\UE4Editor-GameplayTagsEditor.dll'. Symbols loaded.
'UE4Editor.exe' (Win32): Loaded 'C:\Program Files\Epic Games\UE_4.16\Engine\Plugins\Marketplace\RamaSaveSystem\Binaries\Win64\UE4Editor-RamaSaveSystem.dll'. Symbols loaded.
[2018.02.23-19.25.28:387] 0]LogLinker: Can't find file '/Script/AdvancedSessions'
[2018.02.23-19.25.28:387] 0]LogLinker: Can't find file for asset '/Script/AdvancedSessions' while loading ...
...
The log goes on and on and on. Tons of Can’t find file and stuff. As you can see the issues first start occouring after UE4Editor-RamaSaveSystem.dll was loaded.
Removing the line from the DefaultGame.ini that specifies my custom RamaSaveClass, I can load the project as usual.
At some point visual studio has a null access, allways at the same codeline, always the same class PropertyTag.cpp line 58. It wants to save a property of a class that is not related to the custom RamaSaveEngine class. But after tons of errors with loading, that error is telling nothing.
It took me a long time to narrow the cause down. At this point it seems to crash when the custom RamaSaveEngine class references another custom class IN ANY KIND OF WAY. Even an empty custom RamaSaveEngine with ONLY a CreateWidget node in it that references another custom class, will cause the crash. The node is not even connected to anything. No variables.
Unfortunately I was not able to recreate the issue in a fresh project (UE4.16).
I very much look forward to assisting you with this issue, if you still have it, please email me at my marketplace support email:
https://www.unrealengine.com/marketplace/profile/Rama
I would happily discuss here but it sounds rather specific and involved.
Rama