Blueprint Only Project
I need a complex save system, where a user can save many things, and I need saves separated into parts so that I don’t load stuff into memory when its not needed.
A large part of my problem, is that using SaveGame, I cannot specify a folder for the “slot”. Which would be nice if possible, because then I could load saves from a directory.
I tried using Asset Manager/Registry but could not get it to return SaveGame assets (perhaps they don’t qualify as assets? which would be nice because I could use Get Assets of Class to get a list of say SaveGame_Character Class to get all character saves.
I will be dealing with A LOT of saves, such as worlds, locations, characters, objects etc. Think RPG, but the user is building eveything. And even a character would be seperated into separate parts of data such as Images, Character Profile, Timelines, Inventory etc., so that each piece of data can be loaded into memory when needed.
The only way I see to load specific save files (blueprint only) is to load them ALL, then loop through the results and attempt to cast to the needed save class. However, from my understanding, as soon as I cast, it loads i into memory.
I could do a separate master save to record metadata for saves, but I would really like to avoid this, and jut be able to directly get list of saves from specific folder or class.
I want the user to be able to copy/paste save files to/from each other and be able to load them by reading the files in directory.
If I have a base class Save_Base that all saves derive from, and have a single string variable for type, and cast only to the base class when iterating through entire save list, it wold only load the info for base class into memory yes/no?
I have also considered a naming convention for slot names, so I can parse the strings to get the “type” of save directly from file name and end up making very long file names
I could be talking about 100’s or even 1000’s of save files.