i did exactly what you wrote, and of course i have my actor implement squid property inside and have slot class. the problem is that this actor is never spawn again when i back in the first level. i must doing something wrong but i have tried it so many times i don’t know what the issue.
Because you are using “Create Once GUID” node.
For the setup you want, you have to just generate the Guid on the Details Panel of your class. Not using that node at all.
You want a “singleton actor” so create a static fixed SGUID value for that class instead.
mmm… ok i removed the create once guid node from the construction script, i now have only the sguid as a variable in my class. but still not working.
and i didn’t quit follow what you said about “You want a “singleton actor” so create a static fixed SGUID value for that class instead.”
If you want to save/load an actor instance always as the same entity, independently of address in computer memory that actor was created, the value assigned will identify the instance if the SGUID value is the same that is recorded in the save file.
You were creating a fresh new SGUID value every time you spawn a new copy of your actor.
So, to the save file, this new spawned actor was never the same it wanted to load.
Hello Bruno, back with a problem.
A couple of days ago, I did update my engine from 4.26 to 4.26.1.
Before everything was ok. After having updated, my game project is crashing during the opening exactly at 75%, no chance to open it.
Initially I was not thinking to your plugin, therefore I downloaded again the engine and installed from scratch. after the first ok opening action, again I cannot anymore open the engine due to crash.
I tried to open a completely different project created in 4.26 and everything was ok. So I tried to force in this different project to include your plugin, and the same crash with the same message happened again exactly at 75%. See the printscreen.
I then eliminate the Savior plugin from uproject file, and the project can be opened again without issue.
I did the same with my main game project, and without your plugin the crash is still happening but with different error and quite at the end (93%) of the loading. I cannot understand why but before to open a ticket, I would like to understand from you if you feel that something on your plugin can have a conflict with the newer 4.26.1 engine version, because this seems happening with my test on different project.
Components that are default on respawned actors don’t receive ‘On Respawn’ events, but they will load their properties, triggered by the respawned actor.
Components added at runtime would trigger the event, but really nobody use that.
To save/load properties, an object must be instantiated.
DataAssets are not objects you instantiate in game World; if it is not a member of current world, it can’t be saved in save file.
I have that noted for investigation, but there’s nothing I can do about it at the moment.