So im curious as to how the save system pulls the array of an object that is saved to it? can someone give me some pointers? My example is, i have a bar of gold that is a blueprint, when the player collects said bar it saves it to an array which is passed to the save system. when loading the data, it says that the gold is in fact what is saved but shows as being completely gone/non existant. when collecting data from the print string it says that the object is at (0.0,0.0,0.0), for the print string for the item name it shows as nothing but when another print string is done its showing that its 0 always for each time it loops. Any assistance on this would be greatly helpful.
So youâre showing an event that youâre using to test⌠But what about your actual loading code? If you can confirm that it is saving, and itâs not returning here, it has to be after the save but before this, right? Letâs see that!
This is the loading system, it saves the data and i know it saves the data because it pops up in the ui component that there is more then one of the item in there. I just need to know how to see the data/use the data from the save system to determine what to delete/hide in game once its collected and players leave the level.
Would this work for deleting a specific pick up at a location or just removing collison and visability? I dont need the ref of the item just that it hides it
By setting a tag to the item that was collected i was able to remove it. but it removes both of the items when theres 2 of the same item. any way to fix this?