That’s because you need to get the BP_Save reference, then from that output pin, drag off and get the variable in the Save Game Object.
In my example, the Save Game Object is named “BP_Save_Ref” while I believe you just had it named “BP_Save.”
That’s because you need to get the BP_Save reference, then from that output pin, drag off and get the variable in the Save Game Object.
In my example, the Save Game Object is named “BP_Save_Ref” while I believe you just had it named “BP_Save.”
Ok it’s work thanks! To save myself even the day and the hour will I have to do more or less a similar procedure? This is the script for my time_display:
The process is exactly the same.
You’ll need to add the additional variables to your SaveGame class, then before saving you’ll need to set those variables (from the BP_Save object reference) and save to slot. Then after loading from slot, pull those variables and set them to the level actors.
After you load from slot, you have a “set Day Display” node (from the BP_Save reference), which needs to be a get… (you need to get the variable from the Save Game object when loading, not set it to a new value)
Then the “Set Ref Day Time Widget” node isn’t even connected, so it wouldn’t execute anyways.
I’d suggest utilizing breakpoints and tracing the execution through your code next time you run into an issue. This most likely would have helped you see the issue, saving you time by not having to go to the forums for help. You do this by right clicking on a node and adding a breakpoint, then running the level.
What is that variable “Ref Day Time Widget” actually do?
Your screenshots only show this variable being set, but not used in anything.
this is the variable: