So I want to make a save system with the same functionality as the fallout games (the fps ones).
When you press F5 it saves the transform, velocity and the state(what it is doing) of many actors.
I have tried giving every actor I need to save a BP interface and a generic struct with its actor class, transform, velocity and various other generic variables, so that when I needed to save I could get all actors with interface then loop through them all to get their save struct, add that to an array then save that array.
And when I load the game get all actors with the save interface and tell them to destroy them selves then rebuild the actors from the saved structs.
But then I found out that when it destroys all of the actors it also destroys newly placed ones from the editor. So that if I ever updated the game the users save would automatically destroy all the actors then it wont rebuild them because they never got saved in the last save.
So that’s a no go.
I would like some guidance on how to replicate what the fallout guys did please
I was thinking that if I could get the name of every actor that needed to be saved I could have the name too and when I loaded the game I would only destroy the actors that have the same name as the ones in the save, that would leave anything newly placed alone.
I’m not sure if the name of actors is the same across play sessions though (I’m getting the name from the “get display name” node)