[PLUGIN] Savior

Components are sub objects spawned at runtime. They need their own SGUID id, they are not really part of the character class that gets saved.

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Hi!. Trying to save in world partition scenario but without succes for placed actor. Without iam getting desired result and get saved all of data for characters. When switching level to WP data is missed for placed characters - not for owning one.

here is without WorldPartition all great - implemented interface with guid(resolved)

and here is World Partition data is not loaded at all for placed characters - it works for owning pawn.

Also - Maybe You will find useful Plugin (Level Streaming Persistence) if there is no Method to save WP with Savior. All the best!

actors in world partition are proxies, they are not owned by the game world, as explained on the post above.

If they are spawned in the game world, instead of placed in a partition, they save just fine.

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Ok i see - Do You know any spawning method that run characters code . When trying to spawn from class with BP in the world it’s like unpossesed “blank” also it is not entity of world partition - its like not partitioned correctly.

if trying to load that data engine crashes.

I have to start working on partition compatibility again, but it’s not happening this year.
Because “this is a new feature” and while I’m tied to an employer contract in Japan, I cannot develop new features (by contract related to ownership).

Sad that i cant use Savior in my project. All the best.

Actors in a World Partition don’t “exist” at runtime until their cell is loaded, so the usual “find by world” iterators only see already-loaded actors. You either (A) make that actor always loaded, or (B) look up its ActorDesc in the World Partition and load/resolve it by GUID (or some metadata) to get a pointer. Then you can use Savior → “Load Actor” as usual for those you are streaming within partitions.

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