Thank you if you take the time to respond!
So the Unreal Documentation has this about async loading. Here’s a link to the full doc: Saving and Loading Your Game C++
// Set up the delegate.
FAsyncLoadGameFromSlotDelegate LoadedDelegate;
// USomeUObjectClass::LoadGameDelegateFunction is a void function that takes the following parameters: const FString& SlotName, const int32 UserIndex, USaveGame* LoadedGameData
LoadedDelegate.BindUObject(SomeUObjectPointer, &USomeUObjectClass::LoadGameDelegateFunction);
UGameplayStatics::AsyncLoadGameFromSlot(SlotName, 0, LoadedDelegate);
However, I haven’t a clue what USomeUObjectClassor or &USomeUObjectClass are supposed to be. I’ve looked at the implementation within the engine and that hasn’t helped me either. Below is what I’ve gotten so far, but I wouldn’t be surprised if I’m completely off base.
if(Async)
{
// set up the delegate
FAsyncLoadGameFromSlotDelegate LoadedDelegate;
// USomeUObjectClass::LoadGameDelegateFunction is a void function that takes the following parameters: const FString& SlotName, const int32 UserIndex, USaveGame* LoadedGameData
LoadedDelegate.BindUObject(SaveGameReference, &USomeUObjectClass::LoadGameDelegateFunction(TempSlotName, TempUserIndex, SaveGameReference));
UGameplayStatics::AsyncLoadGameFromSlot(TempSlotName, TempUserIndex,LoadedDelegate);
UE_LOG(LogTemp, Display, TEXT("Game Loaded, Async true"));
GameLoaded.Broadcast(SaveGameReference);
}