[PLUGIN] Savior

“Save World” saves ‘everything’. Even object pointers.

BUT, to actually load back what you have saved, you need to provide a unique ‘SGUID’ property for the save system to know that this is the object it has stored in the save file.

There are several different scopes as well:

There are nodes to save the group of classes that compose the “Game Mode” (including the player’s pawn).

There are nodes to save individual actors.
There is a node to save everything inside the Game Instance, etc.

So, basically what your instances of objects need to have are two things:

  1. Properties marked with the ‘Save Game’ tag.
  2. The actor instance itself must have a Guid property called all-caps ‘SGUID’ which is the Id of the object used to store its records within the save file.

I read that about the actor that I spawn in but you said in the docs you do not use the SGUID.
“So, for a main character, I simply will NOT use the SGUID making nodes in constructor”
OK, so in order to save it just saves it all.
In order to load it back I have to tell each var and component to ‘save game’ and in the ones i want to spawn back I need ‘DESTROYED’ and (like a dropped rifle) I have to do the SGUID in constructor like the docs say?
So items that do not spawn back in the game just need ‘DESTROYED?’ bool and I’m good.

Thanks.

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Yes. Just remember that if you save again after auto destroyed pickups are deleted, then their records containing ‘destroyed’ mark will be erased because the actors don’t exist anymore so the next time you save that is also removed.

What you do to avoid losing those destroyed states: you always “read the slot from file” before you proceed with saving the state of the current level (world).

Not defining a Guid value in my main character means that the main pawn is Guid (0000-0000-0000-0000), but it’s still there.

OK, not sure I understand why I would read my save first.
And I am guessing if the bool default is false then I do not need to worry about setting it.
Any way, thanks for the info, I will email you from a username ‘Notso’ with my invoice number once i get it.
Feel better having you respond (this is a lot for me so wanted to make sure I get support…)
I have 2 save systems running already, but I don’t think this will be an issue as long as they are chained in the right way. My player and inventory and game settings are 1, my mission system is second one then the rest of the world(which is what I need yours for).
I might try to figure out how to save the player and inventory etc with yours as well so it would be just your save and the mission system.

(I just bought it but I do not see an email, a link to your web page with a contact page to fill out)

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Yeah, sorry. There used to be a ‘Email…’ hotlink button from the installed Plugins panel.
I guess it was removed and now you must click the link to website of the plugin provider or the ‘Documentation’ buttom.

I will adjust the Json file to include the “Documentation” link as well.

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