How to simply spawn Actor variable?

Looks like an AI. lots of suspicious profiles are invading again. Some people trying to be helpful with AI content, but most with few posts and bots. If it’s not EPIC, bots here are up to no good. Watch out with links.

I write methods to initialize my fresh object instances with the data they need, public method to initialize private properties once. Pics for example (ignore that it’s widget example):

Image gets passed to Child Widget, but String does not - #8 by Roy_Wierer.Seda145

C++ example I posted in post 3:

How to simply spawn Actor variable? - #3 by Roy_Wierer.Seda145

I think it is at runtime, but I haven’t worked with save game systems enough to tell if a fully copy is possible in that system. Usually that would be overkill and lead to huge files. Like, how would you in such case tell the system what not to write to it? For example, an exact snapshot would contain exactly where you are in a character animation, or exactly how your player camera is transitioning from A to B, a lot of data which is useless in case A but required for someone else in case B. Those properties are usually filled in automatically when running the program and have no need for 1:1 storage. The data that we do want to store isn’t always (hopefully) that much. You’d get away with storing just a spawn point for actors in many games. If games back in the day of PS2 were to store full snapshots at any time 1:1 it wouldn’t fit on a memory card.

https://wiki.pcsx2.net/Savestate

I tested a save game system from the marketplace a few years back, maybe Savior, maybe not, and wasn’t impressed. Because, it claimed to be such an automated process “hit buttons: save state, load state, done” but I came to the exact same conclusion. I had no idea how much data was pushed into the save game, why I would need the framework if I was going to end up manually controlling it, and why for example, I loaded the save game and ended up with a camera being attached in completely the wrong position (probably pushed into the savegame from a transition state). What I remember is that I asked this question to the creator and got the reply that that wasn’t automated :sweat_smile: . Well… Obviously I didn’t try such framework again. Currently I just write small structs of data to SaveGame (like a player’s settings) or even to INI if I want it to be editable as text.

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