Is it a way to make a game check for files to be missing, so if a file is missing or replaced, the game will not start?
Not sure if Ue4 comes with basic file I/O library, but I heard of something called Rama’s Victory Plugin in the Unreal Marketplace that I think I heard can do that sort of thing.
I’m a massive fan of Rama’s Save Plugin (which contains some of the Victory code/nodes) and that certainly simplifies things in my projects.
But if you’re wanting a built-in UE4 approach, you might want to investigate the FPlatformFileManager class and its useful functions. Here’s a Wiki article with some examples.
You could use the section on checking for a File Size and if it returns 0, you know the file does not exist.
It doesn’t look like FPlatformFileManager is Blueprint accessible, so I’d highly recommend you take a look at Rama’s Victory Plugin.
On that page he has a link to the Forum post outlining how to install it, use it, what nodes it adds etc.
is this possible in Blue Prints?
Ok, thanks for the help, i will try it out later and see if it works
You can make anything that is in C++ be Blueprint-accessible. You just have to add an H and a CPP file to define the blueprint node and a wrapper function to access the C++ stuff with it, and compile that new C++ class