[USER=“292853”]Get Gooder[/USER] Oh I know what is that.
It’s the same proble I am discussing with Andrea above; the fix to his issue will also fix what you see there when “Reset Level on Load” is checked.
[USER=“292853”]Get Gooder[/USER] Oh I know what is that.
It’s the same proble I am discussing with Andrea above; the fix to his issue will also fix what you see there when “Reset Level on Load” is checked.
I don’t even know what that is … currently in a rush, I didn’t read 4.26 release notes yet.
No problem. Whenever you have a chance.
Hi Bruno. Tested out quickly the updated version. Seems that now the name of the file is ok and equal to the one set up on the slot, also with new game instance node.
So, I assume that also the Get Gooder issue could have been solved, but I’ve not the demo project installed to test it…
Yes, “Reset Level on Load’” now works correctly as well.
I also submitted this version for Unreal 4.26.
Hello for some reason i cant install Savior ( from the marketplace ) for ue4.26 , i can for 4.25 or any lower version but for somereason when i click on install for 4.26 nothings happen . What can i do to resolve this / How can i proceed to get it ? ( if needed i could send all needed proof in private message ).
That’s on Epic’s cloud servers.
Nothing I can do about it, you have to wait or contact Marketplace to help you with that.
̶I̶ ̶m̶a̶d̶e̶ ̶a̶ ̶b̶u̶g̶ ̶r̶e̶p̶o̶r̶t̶s̶ ̶,̶ ̶j̶u̶s̶t̶ ̶c̶a̶m̶e̶ ̶h̶e̶r̶e̶ ̶t̶o̶ ̶k̶n̶o̶w̶ ̶i̶f̶ ̶s̶o̶m̶e̶o̶n̶e̶ ̶h̶a̶d̶ ̶t̶h̶e̶ ̶s̶a̶m̶e̶ ̶i̶s̶s̶u̶e̶ ̶.̶ ̶W̶h̶e̶n̶ ̶i̶ ̶w̶i̶l̶l̶ ̶g̶e̶t̶ ̶n̶e̶w̶s̶ ̶i̶ ̶w̶i̶l̶l̶ ̶c̶o̶m̶e̶ ̶b̶a̶c̶k̶ ̶h̶e̶r̶e̶ ̶.̶ ̶T̶h̶x̶ ̶f̶o̶r̶ ̶y̶o̶u̶r̶ ̶f̶a̶s̶t̶ ̶a̶n̶s̶w̶e̶r̶ ̶.̶
The support fixed it !
So I tested the latest changes on a fresh install of the Demo project and it’s still pretty broken. Here are the repro steps:
Those files shouldn’t actually be there in the demo folder.
They are not compatible with latest plugin build and I forgot to delete them from the SaveGame folder:
If running slot as a background task, that ‘failed to load’ will break the delegate loops.
Needing an Editor reboot, I didn’t find a workaround for that yet.
Hmm… To not break multiplatform support I see I will have to drop use of FApp::GetProjectName() if I want to fix that.
I mean, I can recast the string to platform specific size, but maybe Epic didn’t intend it to be used at runtime the way I am using it… So maybe I should drop that off instead.
Okay… Fixed it; need to make unit tests for the rest of the night now… Tomorrow I check the log reports.
Also would you be able to tell me how to properly subclass your HUD_SaveLoadScreen and override the constructor? I can’t override the constructor for the life of me (fails to compile)…I’ve tried everything I can think of.
In the end of the tests, as 99% of the problems that happens in save system… The problem above was because of multithreading.
Savior is multithreaded, and because of that I actually have to send GetProjectName() to the current thread it is running the save/load datra process… But I actually must send it to the thread as a new string copy; not a pointer reference. Once I build a new string body in current task thread the TChar* array is valid data.
I think I exported the hud class as a blueprint type to be extended from BPs, but I actually didn’t make the destructor virtual.
I have to check it, I don’t really remember.
Oh interesting, good find though! I’m actually trying to subclass it in C++.
I will add virtual destructor and make them public so the HUD class can be used in cpp.
Awesome thanks! Can you let me know when you have those changes pushed?
Sure. With a bit a luck maybe we get update from Epic this week yet.
[USER=“292853”]Get Gooder[/USER] Epic just released the update.
Nice that fixed the problem, thanks! So I have another question. I have a simple test scenario where my character spawns a few actors during runtime (that implement the SAVIOR_Procedural interface) that I save into an array property marked as SaveGame on the character. I have a key setup on the character to destroy all actors in that array when pressed. I would expect when the game is loaded, that those actors references would be restored to that array property in the character (so that they could be destroyed upon pressing that key) but that doesn’t seem to be the case. Is this behavior not supported or am I doing something wrong? Here is the setup of my test scenario: