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.