I tend to update myself. This way you won’t need to wait. to use it .
Epic has been slow with some updates as well. Not sure if Rama submitted yet or not… but if your not in a hurry to use it, you can wait other wise, just update it.
I tend to update myself. This way you won’t need to wait. to use it .
Epic has been slow with some updates as well. Not sure if Rama submitted yet or not… but if your not in a hurry to use it, you can wait other wise, just update it.
How complicated is the process of manually updating the plugin? Is there a resource somewhere on how to go about it?
You can go to your PROJECT and look for UPROJECT file, and change the versions, and regenerate to 5.5. I advise to do a blank C++ project first in 5.5… before doing this one and making sure your SDK’s are up to date in VS.
I don’t use tutorials, but I bet alot of them exist.
Hello I’m using ue4. 26.2 and I need to save an array structure, do I just add it to the list of variables that you can add in the rama save component to save it or do I need to break it and save every individual variables.
You can’t do Async loading its not as simple as Async saving, saving can be async as it doesn’t spawn actors, actor spawning can only be done on the game thread this is how the engine works, if your getting lag loading best to split up the process so your not bogging down the game thread.
I have been looking into Rama save for SGKV2, noticed someone asked if Rama save works with World Partition, you did not responded…I have asked on your youtube channel with no response… Are you still active?
He is not as active as he once was, but he does always update his assets, sadly this last version, we have no idea, whats going on, but I know RAMA, like myself and others are always busy. being a developer full time and then selling assets part time, can tend to cause this to happen. So, I know RAMA, will keep his assets updated, atleast he has so far…
PS: Rama Save is one asset I have used for a very , very long time with many projects since it was first made. So, I never ran into problems where I needed support.
The last update I updated myself. and it works perfectly fine.
He is not as active as he once was, but he does always update his assets, sadly this last version, we have no idea, whats going on, but I know RAMA, like myself and others are always busy. being a developer full time and then selling assets part time, can tend to cause this to happen. So, I know RAMA, will keep his assets updated, atleast he has so far…
You updated to the latest UE5.5 I assume? If so is there any way to contact you? I need help updating to UE5.5. My Discord username is ultimate.immersion if you happen to have that we can discuss there.
Where are the save files stored in editor? I looked in the Saved/SaveGames, but they aren’t there. The save files work and load just fine but I can’t find where they are being saved at all.
I even tried full project searches for the saved file name but nothing pops up.
Hey @Rama (or anybody it may conecern^^) ![]()
I am working with your plugin for UE4 in a bit older project. My work required switching from UE 4.21 to 4.27. After the switch, save games became unplayable; Actors are missing from my level (like NPCs, doors and much much more)
New ones (created after the switch) are intact, no problems whatsoever.
From debugging and log I found out that it gets stuck in RamaSave_LoadFromFile, going into section with “Actor Class not found, was it removed?” with class variable being NULL. Nothing changed regarding project paths, no classes were moved or removed after the switch.
Was it ever a known issue when switching UE (and plugin) versions? Any chance I could get some guidance into solving this?
Looking forward to any replies ![]()
UE made changes to ZLIB File header. I dont believe RAMA changed anything in that version, its been awhile since I used 4.27, I have a few clients who do use it, but I don’t do much work with it as I once did . how ever change that from UE 4, to UE 5, in 4.27. as uncompressed no later work in the new version.
PS, RAMA has not been around in over a year, I assume he moved on, or took a long break.
Has anyone had any luck force updating this to work with 5.7? I got a new Plugin that only works on 5.7 sinces its brand new, and I’d love to add it to my project but my project is in 5.3, and I see rama hasn’t updated this past 5.4.
(Edit: Success. I got it to go all the way to 5.7. And its somewhat easy.
First Open a new Project in your desired Unreal engine Version, make sure its set to C++, put the Rama Save System into the plugin folder. Launch it once. When it gives you the can’t built error, open the plugins folder and do the following.
Open these files, RamaSaveUtility.h RamaSaveComponent.h RamaSaveEngine.cpp, RamaSaveSystem.uplugin
In Ramasavesystem.Uplugin: Delete the line “EngineVersion“: *Version number*
You don’t need this.
InRamaSaveComponent.h: Replace: “FStringClassReference(ClassPtr).ToString();“
With: FSoftClassPath(ClassPtr).ToString();
In RamaSaveEngine.cpp Replace: “FString ClassFullPath = FStringClassReference(StaticData->GetClass()).ToString();“
With: FString ClassFullPath = FSoftClassPath(StaticData->GetClass()).ToString();
In RamaSaveComponent.cpp Replace ”FindObject(ANY_PACKAGE, *ActorClassFromFile);”
With: FindObject(nullptr, *ActorClassFromFile);
In the plugin folder delete Binaries and Intermediate folder.
In RamaSaveEngine.cpp remove this line
if( SavegameFileVersion < JOY_SAVE_VERSION)
{
//RS_LOGF(
//RamaSave,
“This file was saved with older file version, file version found was: %f”,
SavegameFileVersion
);
//RS_LOGF(RamaSave,“Current Rama Save System version is:”, (float)JOY_SAVE_VERSION);
//RS_LOG2(RamaSave,"File name is: ", LoadParams.FileName);
//RS_LOG(RamaSave,“This file will be updated the next time a save occurs, but if something crashes and/or your computer explodes let me know.”);
}
This keeps causing a crash since it doesn’t know if its a float or something, i’m not sure and couldn’t get it to work so just scrapped the whole thing. I think this just gives a editor warning if you try to load a savegame from a old/wrong version of the save file.
From there add it back to your project folder, and finger crossed it should be good to go.
If my instructions suck feel free to just grab your latest saved game log and upload it to ChatGPT, it’ll walk you through most of the process. But it can’t help you on the last part with the deleting the if statement since it consistently got it wrong build after build, so I just deleted the whole section.
)
First of all, thank you so much for explaining this! I tried following your steps, but I’m still getting an error and the project won’t run.
At first, a message appears saying:
“The ‘FabLauncher’ plugin was designed for build 5.4.0. Attempt to load it anyway?”
Then another error shows up:
“Failed to load the ‘FabLauncher’ plugin. The ‘FabLauncher’ module could not be found. Please check that the plugin is installed correctly, or consider disabling it for this project.”
What should I do to fix this? I followed all the steps exactly, but this keeps happening.
Sorry about the confusion. I’m not very experienced with this, so that was my mistake.
I found that an old Fab folder was still in the Marketplace directory.
Everything is working fine now. Thank you so much for your help — I really needed this!
I should mention that I don’t know C++ or programming at all — I only work with Blueprints.
Oh no… Unreal Engine 5.7 works fine, but my project won’t launch.
I’m getting this error message:
**“The following modules are missing or built with a different engine version:
RamaSaveSystem
Engine modules cannot be compiled at runtime. Please build through your IDE.”**
This is giving me a headache… Sorry for the confusion.
Since I don’t use C++ and don’t have an IDE set up, I’m not sure how to fix this.
Any guidance would be really appreciated.
You’ll need to install Windows Visual Studio that’s your IDE, this lets you open the files and edit the code. To fix the plugin you’ll have to make a whole new project(Temporarily) to update the plugin, make 100% sure this new project is set to C++ not bluerpint.
Put the plugin into the new project, and try to run it, when it fails, follow the above steps using Windows Visual Studio.
Let me know if you get stuck again.