hi,
I followed the steps for animation BP.
I added interface serializable for pawn AnimBP but when I load it keeps remainingin the final animation state, means no saving happend also I check log and I can’t see that pawn animation being saved. My game is 2d games I am using flipbook for sprites and there is also simple AI for pawn like moving, detect player etc.
one more questions ,
I have to add SGUID to actor and all their components, there is no event construction in components structure ,is it correct to make SGUID on “event beging play” for each component.
thanks in advanced
Characters are pawns, but pawns are not characters.
I did not add support for pawn classes at all.
Your components only need guids if you have multiple instances of same component class on the same spawned actor blueprint.
Only “Save Game World” or “Save Actor Hierarchy” will save components list of an Actor, where a Guid for component is considered, otherwise you can manually just use “Save Component” function regardless of having a Guid or not.
Why didn’t you add support for pawns ?
Hi. I purchased your Savior plugin a couple months ago. I knew ahead of time that I would have to modify it a good bit to get it to work within my game. Anyhow I’m kind of merging it into my project partly because it helps me learn your code so I can familiarize myself with it and because I may not be the best programmer so it’s just part of my learning in general. Anyhow. If you assume that I’m moving the plugin from being a plugin to a new cloned version of it but tucked directly into my project - I’ve run into an issue which is likely due to my lack of programming experience, and I was hoping you could help me because I’ve not be able to figure this out and I’ve been trying to problem solve it for some time now.
In the reflector.cpp there are several methods that utilize several static function directly from Savior2.h. ParseJSONtoUStructProperty uses SanitizePropertyID, and inside JSONToUProperty uses GT_NewObjectIntoSet. The problem is all related I’m sure in that in my copied version my reflector cannot see or access the functions in Savior2.h. It doesn’t appear there is a direct header connection as Savior2.h references Reflector.h so it can’t go the other way because of circular dependency, so I know programmers are going to laugh at me here but I’m guessing this is where some forward declaration is coming into play? maybe some friend class? I’ve been looking over this code forever now and I can’t for the life of me figure out where you have this set and so I can’t replicate it.
any chance you could tell me how you achieved this? I see that GT_NewObjectIntoSet get used in a FSimpleDelegateGraphTask::CreateAndDispatchWhenReady which I’m pretty new to but I believe it’s a called on a thread and so I was worried if I move these methods to a local location (say inside of Reflector) that it would cause problems down the road. So instead I’ve been trying to figure out how you connected the dependent Reflector class to the Savior2.h and allowed it to access those Static functions. Any help is greatly appreciated. I’m just at my wits end with this for now.
Thanks in advance.
In plugin source it works because in Build.cs I make Savior2.h header public:
PublicIncludePaths.Add( Path.Combine( ModuleDirectory, "Public" ) );
And those helper functions for threading, they are static in global scope.
C++ will inline them even if I didn’t ask for it, just like Unreal inlines collapsed graphs.
Thank you! seriously this plugin has been a fun learning tool. This problem nearly defeated me.
Sorry to bug but I just realized I don’t know a way around this as the version I’ve brought over locally no longer uses the plugin build.cs how would I achieve this locally?
I have no idea
Hi, I’ve bought this plugin very long time ago, from some website. I don’t remember the name of the website and couldn’t find the link on forum page. Could you give me the link so I can log in and download the last version.
Edit: It was Gumroad I guess. Did you removed your plugin from Gumroad? [USER=“434”]BrUnO XaVIeR[/USER]
Due to pirates using stolen creditcards to buy it, I don’t have a gumroad account anymore.
I don’t know if you can download v1 and v2 from there, but v3 will never be published on Gumroad store.
Yeah I finally managed to log in my Gumroad account.
Do you have any plans to give marketplace access for the people who bought your plugin on Gumroad? I’ve bought it August 8, 2016. If you don’t, it’s fine. Just asking.
I would like to, but I don’t know how that could be done.
Marketplace store doesn’t have any kind of keys to unlock the download for an account. Maybe Epic staff can do something, have to email them.
Hi,
I had score value in game instance and I give it “save flag” to get that value for total score. I used save game instance and it was working very well ,after few days I faced an issue. In brief, I can see the score value saved on save file but it’s always give zero value in the game play.
it just suddenly happened as it was perfectly working before.
Please advice
thanks
Below are three images as below
1- From the game play
https://i.gyazo.com/bc5721fbdb0c8ebe41c030a9ff22d540.png
2- This parallels from save file
What are you doing after “Read Slot” node?
That node loads the SaveGame object, but it doesn’t apply changes to anything yet.
You must use “Load Game Instance” node instead:
https://brunoxavierleite.github.io/Savior2API.github.io/Savior3/nodes/LoadGameInstance.html
This node already makes a call to “Read Slot”, so if you use a Read Slot node before this node, the file on disk will be locked from reads and the node will fail.
thank you so much its working.
best
Hi ,
the save and load works fine during gameplay but once I exit the game and enter it again it crashes on startup and I received the message below
I did test on mobile and pc package and its the same.
could you advice me please.
Thanks
Email me the logs and screenshots of your node graphs.
hi,
I sent you the email.
thank you so much
Hi again!
Am I missing something or does this not handle FStruct with Array of FStruct? Is it not recursive? I’m on 4.24 version. Looking over the code for loading JSon into UProperty I track it to here
if (!FJsonObjectConverter::JsonValueToUProperty(JValue, array_Ptr->Inner, Helper.GetRawPtr(I), 0, SkipFlags))
So my UStruct has a Tarray<UStruct> member in it. Doesn’t seem to go past this.
You can modify source to make it recursive where you need it, but doing that is very very dangerous.