Importing/Exporting Values

Hello All,

Struggling to get my head round the possiblity of Exporting Values in runtime to a CSV on a Google drive(or somewhere External) , then reading those values back in so the data is stored somewhere I can control and keep secure. I have an online game which is in a good place but there is no substance to it, I want to add Levels/XP/Ingame Currency, I have the Steam Online Subsystem and I was planning on using the Steam ID as the unique Identifier for each row. Not sure if this is the best way to handle what Im trying to do? Im relitivley new to Unreal Engine with no C++ experience so is there a Blueprint solution for what im trying to do?

Hey @DoctorPunto, welcome to the community!
There is a blueprint function to allow you to achieve a save game method! I’m not entirely sure about using a CSV specifically, but Blueprint has a SaveGame node that creates an unreal .sav file. I’ve done some other methods that use JSON formats, but those are implemented using C++. Here is a link to the save game docs to get you started:

I hope this can help you!
-Zen

Hello Zen,

Thanks for the quick response, So are you suggesting I store the mentioned values in a Save Game Locally to the user? How secure is this can it be modified by external tools? I wanted to also use the Google Drive to store stats for Leaderboards, Id imagine you wouldnt be able to see what someone elses “highest” score is as the save game is local to the player?

@DoctorPunto, Are you using Google Drive to just account for the online / cloud computing aspect of the game? If your goal is just to have an Online Leaderboard system, I’d recommend checking out the Epic Online Services interfaces, they have direct methods for storing back-end information for Leaderboards, Stats, and Achievements.
I’ll drop another link if you think it’ll help:

I hope this can help!
-Zen

Hello Zen, essentially yes, I want to be storing values like Player Lvl/Player XP/Player in-game Currency/Player Highest survived wave/Characters unlocked/Hats Unlocked etc. which is accessable at runtime but can also be updated when an ingame action is performed. as a seconday thing with this I want to be able to have Leaderboards that players can compare their stats to, so all these values need to be in the cloud in order for the players to access them right? please send the link about EOS Leaderboards, I struggled with Steam Sub system but I can take crack at implementing EOS

@DoctorPunto, Sure thing! It took me a while myself to find any documentation for it so I’ll drop a few links! This first one is direct to the Leaderboards docs:

This next one is an overall link to help you work around the EOS system, other than leaderboards:

I hope this can help you out!
-Zen