Does Save Game Exist always returns True

Trying to establish persistence for levels so that when you return to a level, everything is as it was when you left it.

I originally started with individual actors in the persistent level, each one of which was responsible for saving all the stats of the NPCs, including transforms. Then I was told to do it all in the GameInstance, so I tried using a recursive map variable in the GameInstance. Then I was told to use Save Game slots, so that’s what I’m working on now.

My first issue is that whenever I check to see if a slot exists, it always says true.

As you can see above, I’m looking for a save game slot named after the level + “NPCs.”

The first time I interact with a door on the first level, this returns “True,” even though I haven’t created any slots yet.

So, just checking, you’re saying you have slots you can see in the save folder?

nvm. i didn’t realize those persisted after closing the PIE window.

If I am saving the transforms of all my npcs b y adding them to a map variable inside of the save game object, should I save the game after every time I add to the map, or just once from the Completed out pin of the for each loop?

How often you save is up to you. I’d recommend saving every time something important changes :slight_smile: