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.

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

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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?

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

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