TechLord
(TechLord)
December 23, 2016, 7:10pm
30
Right, the save file actually holds information which SGO was used for making it, am I correct? In that case creating new SGO for breaking change should solve it and then simply try casting to latest version and in case of fail do a migration. Yea that could work
However I have also another concern about SGO as they do not provide way to actually give me list of available slots. In our case I want to be able to select which save file to load, but I am unable to get that list.
Since I am coming from JavaScript world I am thinking to dive deeply into Unreal.JS project which looks very promising. I would be able to create custom save/load routine there much more easily for sure.
Anyway thanks again for your input, much appreciated. We are getting to a point in our game when I will need to implement this, so all this comes very handy.
You would have to create SGO to manage the list of slots. The need to do this was inspiration for my Visual Slot Management System current on hold, pending completion of EyeManga3D for submission to the Unreal Marketplace.