Hey there
To answer your questions:
- You retrieve data by calling
LoadGameFromSlot
, casting the returnedSaveGame
to your particularSaveGame
type (the one with your custom data) and retreating the data from it. - When you create your
SaveGame
add aTransform
variable in yourSaveGame
class. Add your pawn transform there before saving. - You can trigger it from pretty much anywhere you can but in my opinion it makes no sense to be in the level. You want to have different/more levels right? You wouldn’t want to duplicate the code to each new level you make. The same logic applies to any other object. Player Blueprint - do you expect different Player Blueprints - if yes then don’t place it there because you’ll have to copy it. If all Player Blueprints derive from one “base” Player Blueprint, then - yea - if it makes sense to you.
Check Saving and Loading with Blueprints | Tutorial for more.