I am currently trying to put a .sav file inside a directory so I can add it into a steam workshop item. It does not allow me to add the item directly and is requiring me to put it into a folder. I am currently using version 5.3 and i also tried adding / into the save file name. “levelname/customlevel.sav” for example. that does not work either. Does anyone have any ideas on what I can do?
Adding where? If you’re using the stock Unreal nodes, you wouldn’t include the .sav extension as they all take a SlotName.
Last I remember trying, adding a directory to the name did work just fine. Maybe you have to start it with “/”?
One caveat though, I don’t think the default enumeration of slot names looks inside subdirectories so you’d have to find (or know) the slot names yourself.
I have tried adding the / in the beginning and it keeps failing to create a save slot. In terms of where, I am still wanting to have it in save games folder, but I want to create a seperate folder inside of there so i can upload that folder into steam workshop.
If you were using blueprint to implement this, you can try implementing it in C++. C++ would give you more control on what you want to save, where you want to save etc. At least for me I would implement stuff related to saving in C++.
I never did find a solution for this, but I found a way to upload a workshop item with a .sav file. Now I just need to figure out how to load a sav file from a directory. I tell it’s directory and the file name into the “does save game exist”, it returns false.
C++ custom load / save functions - no other way to do this with default Unreal load/save functions.
I remember they were practically the same function as the unreal default ones. Changed the path or something.
How can I take a .sav I have from a different location and use it then?
You can always manually copy the file from one location on your computer to the SaveGame directory that is easily supported by the API.
The Idea is to have it to where people do not have to go to their files to play community content though.