well my problem is that i got a savegame with over 150k data points that needs to be loaded they are basically (a class and a location for each data point) so when i want to load it, it just gives me infinity loop, better way to load huge amount data? it does not load properly if i make a foreachloop with delay either then it loads like 2k objects then it skips the foreachloop and just jumps to completed!
What is the reason you store 150K data points? What data type? There might be an alternative way to recreate a level from far less stored data, think of how “Seeds” work to generate entire worlds from a few bytes of data.
basicly as you start a new world its only about 60-70 data points and the world expands as you play and when you quit i save the world (works flawless) but then if i want to keep playing in that world i need to load all that data back in xD
That is definitely a case where you want to implement a world generation algorithm which just generates the entire world from a single number (Seed). After that the only thing you need to save is the Seed + any changes you made to the level which are out of that algorithm. Think of how minecraft does it. Generates a world from number 23598235 and (probably) only saves that seed + your inventory + the blocks you mined / placed.
It looks like there’s a maximum loop count set for blueprints in the engine settings.

Project Settings → Engine → General Settings → Maximum Loop Iteration Count
You can try increasing that. However, if you’re dealing with that much volume, it might be better to program that logic in C++ so that you have full control and the increase in speed.
the thing is the world only starts with like 40 blocks (airblocks etc…) as you break a block it spawns new blocks, you spawn in like a 3x3x3 room, and expand from that,
i tried dident work
Could you post some code? I have a feeling that something else is at play here.
Nothing’s really jumping out of me (man, I hate reading blueprints).
Try to create the smallest collection in which your system fails, and maybe that might lead you to an answer.
I also wonder if the data is also malformed at a certain point…
you can break blocks and place blocks, you modify the terrain as you play. ama keep trying might have to split my block types into different save games and load 1 at a time
will be tedious but might work!
Yes that’s the point where you can apply an algorithm .
Use a pseudo random generator and seed it with a seed of your choice.
Then use the generator to pick random blocks to display in those locations.
The “Random” will have the same outcome for the same seed.
explain this more in-depth please sounds interesting
would there be a way to prebuild a world and generate a seed depending on that world? that way all players would always spawn with that start then modify the seed along the way to regenerate in the future?
That’s not what a seed is for, it’s the other way around. A seed is used to generate an entire world with no player modifications by just a number. Any player modifications are stored in a save file. All players need to use the same seed + the same modifications from the save file to get the same world.
i realized i wont be needing the seed
thanks anyway

