[PLUGIN] Savior

You are trying to use a persistent instance while it will be garbage collected.
Just use slots outside functions, like this :

This works!

To easy to understand and belive :smiley:
Thanks for this.

One final question.

I saved in Map A, there is an actor with some variables, that i want to save.
Than i travel to Map B and want to save this Map with actors and his variables as well, so i saved.
Travel back to Map A and want to load Map A as i saved it at the start. But if i load, i teleport to Map B back to the second save.

So i cant load Map A again. How i save every Map seperatly?
So that i can load Map A if i enter Map A and Map B if i entered Map B.

Save each map to a different slot asset.

Are you supporting child actors?

There is no code in plugin specific for ChildActor component.
They may work or may not work, I don’t know because I don’t use child actors for anything ever.

Any chance you could add support for ChildActor component? I am using those on player character and on AI characters.

Thanks

Ok , I did it myself. thanks

Hey , i have a question about save file . I checked and they can be simply edited with a notepad ( by this i mean all variable and value are perfectly readable ) . Is the plugin is not supposed to make somethings automaticaly to make stuff hard to edit/read because the plugin description talk about " an encryption " . So i would like to know how to complicate the edit of save file .

Thanks for the read .

It’s the byte size Unreal is using to store json text data. On PC they happen to be readable.
I am not adding any obfuscation because doing that will introduce the possibility of lost/corrupted data on load.

Well thats some desapointing , are you plaining to drop an option to choose if devs want to obfuscate stuff at there own risk ? I know you got other stuff to do irl than adding that but its pretty unsecured .

That was already in the plugin.
I removed for a reason, it slows down performance and corrupts text data.

Hi Bruno, I am thinking about buying your Saviour2 plugin. but I just have a couple of questions, I am a bit off a noob so please bear with me. I am making a small game for myself as a learning experience and I want to make some procedural generated levels. My original thoughts were to not have these parts saved, as the PCG code I am writing will be run on level load and place and generates lot of objects. But now I wonder if your plugin could save these as well? Or is your plugin better suited to hand made levels?

There’s a “Minecraft” game using the “SGUID” system on the plugin to save their levels, all spawned pieces are respawned based on SGuid values:

Devs also use that to save complex inventory systems.

Thanks for the reply, so if I understand this right (i’m a noob) PGC the whole level, any item to be saved needs a global unique id, the SGUID, and the Saviour2 can save and load all actors and so on.

What about static messes, and instanced static meshes?

If not spawned at runtime they don’t need a Guid.
Also only Actors, Components and generic UObjects are supported, instanced meshes are not designed to be serialized. You would have to force them to respawn manually, for example based on an array of saved vectors.

What is the SGUID? I can’t seem to find a reference to it on google except for in this thread

You can find info in post #6 of first page in this forum thread.
It’s just a FGuid struct always named “SGUID”, you give it that name and the plugin knows what to do with it.

Thank you, I will be purchasing this plugin.

[USER=“434”]BrUnO XaVIeR[/USER] Is there a use case for Savior 2 + USQLite Database (using both within the same project) ?

No, I don’t know why anyone would do that.