How to save gameplay in an interactive movie?

Hello!,
Basically I’m asking the community as a last resort, as I’m desperate because I keep getting compile errors when I try to make the save system of my game. I’m really a newbie and I don’t know the best way to do things, maybe someone can think of the best way to solve this problem:

My project is a movie with decision making. Everything takes place in the same level and the system is simple, go from a sequence to a menu successively until one of the endings; here I leave an image of the concept:

Now the only thing I want is to save the progress automatically or manually. I would love to be able to save at the exact minute where it happens in the exact sequence (and even stop the sequence to be able to save the game) but I don’t know if this is possible. What I’ve tried so far (in a crude way) is that, when a decision menu opens after a cinematic, this menu will set a specific number to appear as a floating variable method. I have also tried with a name variable, but anyway when I am in the blueprint of my “game instance” and I try to join my “floating” or “name” SET with my “Custom event” of “save game” I get a compilation error.

How would you do this save game? Do you know of a tutorial that explains it? All the tutorials I can find only show how to save the character’s location or health.

Thank you in advance

Hey there @TijerinArtStudio! So any of the save tutorials will do, what you’ll be doing is just saving a variable (like health) and then loading the variable in the same exact way all of the saving/loading tutorials do.

I don’t often work with MRQ, but I found some nodes that should do the job if they do work at runtime.

It looks like these commands run on the MoveSceneSequencePlayer object. Basically you can call GetCurrentTime then save that as a variable when the player stops, and when they load you should be able to load that variable back up and then call JumpToSeconds and get the player right back to the second they left off in the video.

You could try and see if those nodes will work outright, and if they do, integrating them into the save system will just be a matter of saving and loading some variables.

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I’m sorry to bother but I’m really going to need a bit more help. I’ve followed one of the tutorials and applied the nodes you’ve talked about but there are a lot of steps I don’t really know how to do:
-Where do I tell Unreal to stop the sequence and capture the time it has been left at? in the “save game” blue print?
-How do I explain to Unreal which sequence it is in?

I feel like there’s something I’m missing and it’s probably because the tutorial I’ve picked up isn’t really useful for this situation, do you know of one that looks like what I want to do?

Here I leave my latest progress (I point out with a question mark the parts where I am not sure if I am applying the nodes correctly.):

Thanks in advance.