[PLUGIN] Savior

It’s not a “greenlit” type to be auto scanned by the reflector. TArray is.

Hi, I have encountered a problem. I have a permanent level with several sub-levels. Objects are dynamically generated in the sub-levels. I want to save the objects of a single sub-level separately. I tried to use “SaveLevel”, but it will not save the dynamically generated objects. How can I save a single sub-level? Can you give me some advice? Thank you.

Dynamically spawned actors are always added to the main world level.
Maybe you are spawning actors to the main level, but using the “Save Level” where these actors are not really found in the list?!

Yes, dynamically generated actors will be added to the permanent level, and will not be saved when “saveLevel”. I did some experiments before your reply. I added a “save sub level” method, and added “FSubLevelData”, which was added to “UDataSlot” to save the data in the sub-level. When generating an actor, it is necessary to mark which sub-level it belongs to. When saving the data, it is determined whether it is a sub-level actor to distinguish how to save it. In this way, I can save the sub-level separately, and save the data of all sub-levels in the same slot. I don’t know if there will be other problems. This is the structure I added:


1 Like

Is this the only documentation for how to use this? I thought there was a more detailed one somewhere , and all in one place. like a video.

I think there’s a PDF in plugin contents folder and a link on marketplace page.

hi! Any news about new demo/features :)?

I’m planning to take a look on that modular character sample next week.

1 Like

I’m learning about this Mutable character plugin.
It’s a very complex system.

Anyway, I believe I can add native support to it in Savior; to save Mutable parameters and states automatically. I will try to experiment with it this week.

(so the save world / actor should auto record Mutable data, requiring no developer setups)

3 Likes

Submitted update with Mutable Characters support for UE5.5;
Keep in mind that the Mutable plugin is an experimental feature, it may need further adjustments in the future:


1 Like

I would like to really thank You for that support! Awesome Keep it Up!

I’m sorry to bother you. Could you update the demo project to UE5.5?

1 Like

You can right click the uproject file and select “Switch engine” option
https://www.dropbox.com/scl/fi/3naso0zgz3omuvozyc9iz/SAVIOR_Demo_UE5.4.zip?rlkey=gyly3ahmy1c3v7jgqxhr3rv3k&st=ub4pblas&dl=0



I have done this before, but encountered the issue shown in the picture. Have you ever succeeded in doing so?
In addition, directly using UE5.4 version is also not feasible; I need to recompile it myself, but will still encounter issues.
I’m sorry to bother you again. Could you provide a correct method to upgrade to UE5.5 version?

I will upload a precompiled project when I get home tomorrow.

This project was updated to UE5.5

1 Like

Does the plugin support FInstancedStruct?

Honestly I do not remember right now.
But if it doesn’t, I can add support for it :slight_smile:

2 Likes

I made a quick test with a named float struct being put into it every time a save is about to happen, and it doesn’t get saved. The property has a savegame property in c++.

1 Like

hey :wink: -just feedback it has some errors still in 5.5.4 with those 5 bps- i think they are caused due to old functions,wrong casting (switched to Source build in uproject before launch). Please check on Fresh project-downloaded



1 Like