Yeah, I’ve tried it already, works like a charm
I haven’t found a way to dettect whether there’s a save slot or not (for displaying Continue button instead of the New game). Is there an embedded way in Savior to do this?
All these nodes, called from a slot reference, will return a fail if the *.sav file doesn’t exist:
https://brunoxavierleite.github.io/Savior2API.github.io/Savior3/nodes/FindSlotFile.html
https://brunoxavierleite.github.io/Savior2API.github.io/Savior3/nodes/ReadSlotFromFile.html
https://brunoxavierleite.github.io/Savior2API.github.io/Savior3/nodes/LoadSlotMetaData.html
Thanks for pointing out, I’ve missed them completely
Hi ,
i purchased this plugin, i am using savior 2 on UE 4.24 ,i tried to use very simple save and load function .the issue is when i load it brings all Enemies Instance (duplication or clone )to the same location for originally save “Enemies from the same type’” its over each others.
another question do i need to make Savior 2 interface class in all parent actor.
best and thanks
@Yagyujubei your blueprint classes must implement an ID.
Same issue related here:
you mean in the event construct for the parent actor.
and do i need to make Savior 2 interface class in all parent actor.
best and thanks
hi again ,
the health bar component is not saving as well…Please advice.
thanks
Try to read through first page of this forum topic and download the demo project for reference.
Your Actors/Components need a Guid and variables must be checked ‘Save Game’ flag.
Hi, Bruno
I’m getting more familiar with the plugin and it really is a savior (of time and nerves obviously). I’m writing a next iteration of my co-op login system and I would very much like to get your advice on where should I store different kinds of stuff in order for it to be saved/load properly and conveniently.
Currently I store picked up gear and upgrades on character (as they are in inventory), picked up coins and other currencies in Game Instance and I don’t know where should I store permanent unlockables and upgrades (in game instance as well or put everything inside character?). I’m not closely familiar with the network components so far, but saving/loading Game Instance in singleplayer works perfectly, but in multiplayer get’s my stuff copied to the second character (which is logical since Game Instance is replicated AFAIK).
Would appreciate if you share your opinion on this topic
I would do experiments with a custom Player State blueprint class. The network guidelines have info about them.
That was my initial idea, but I haven’t found a way to save it with Savior. Am I missing something?
You can attach any save data to existing slot files if you read data before you save an individual actor.
For example:
New Slot Instance -> Read Slot from File -> Save Actor (Player State) -> Write Slot to File.
The engine is probably spawning your state in Editor with every time a different name, so the easy save/load nodes can miss it in Editor, but you can load it directly like above with “Load Actor” node.
Not sure I’ve got it right, but thanks, I’ll try this approach
Hi,
I had issue saving on mobile android.
I used your trigger check point to save on slot 01 then while I am doing test I used console command “restart level” so level restart then once player hit the save trigger again to overwriteb slot 01 .it’s crash on mobile.
it’s save first time without issue but if it’s save for second time on the same trigger it’s crash.
any advice
thanks in advanced
I could bet somewhere you are accessing some invalid pointer to an slot instance, since you restart the level, you should check validity of your references.
But I can’t have any certain idea without crash logs.
Hi, thank you for your replay.
this is happened on mobile only. how I can get crash log on mobile.
thanks again
Hi,
I found log file in ue4 game folder .i don’t know if this one will help…also I don’t know how check the validity of reference.
I appreciate your support .
thanks