I’m working on a save and load system, and I need to show all save files so that you can backtrack to previous parts of the game. How do I go about getting all save files in a specific session if that’s possible in the base editor. If it isn’t, I’ll use my own custom system. I’d prefer to use Blueprint but as a final resort, I could use C++.
I’m fine with using plugins such as Blueprint File Utilities.
You have to make a ‘save file of save files’.
So you have to types of save file:
1 The usual one, where you keep the status of everything that’s happening in the game ( you have many copies of this )
2 A sort of ‘meta’ save file, which just holds the names of all the other save files
So when the player makes a new save point, you add a new slot name to the meta save file, and then create the save as usual.
It would be some sort of automatic slot naming system, and you might keep the sequence number or date-time in the meta file.
This would work the best, but I don’t think this would work for saves that you manually added to the Saves folder.
Great idea otherwise though!
I think it would. Why not?
Oh, sorry, manually added to the folder, no… But why do that? You can write out anything you like at run time. Also, you can’t manually add to the save game folder on an install ( its not in the game hierarchy ). As far as I know, you can’t set anything to ship into the installation save folder.
I want to be able to make it as simple as I can for modders, so what if some one save edits the file? It would usually be saved as a copy, and it wouldn’t show up automatically. People could for sure find a way around this, so I actually could use it.
You could give them a widget for editing the save file, from inside the game.
Not so easy to edit outside, as its serialized, so they would need a binary editor.