Hi! I’m developing a game that includes various elements, similar to a real-time strategy (RTS) game. I need to save information such as the positions and statuses of characters, buildings, research progress, and a variety of other details.
I’ve watched several guides and explored many topics, but most of them are too old, so I suppose maybe something has changed over the last few years. I hope >w<
If I understood correctly, to save an object, I need to save each parameter separately. For example, if I have an actor, I can’t simply save the actor itself; I need to save variables for its position and other relevant details. It can be really a lot of important things. Additionally, how should I handle saving animation progress in this situation? It looks like I should add almost all the variables to the save and do that manually.
Is there an easier way? I’m sure I’m wrong, and it shouldn’t work like this. I would really appreciate any tips on this.
There are easier ways to save this information, but they require the use of C++. If you can’t do this yourself, there are lots of save plugins on the marketplace that can provide that functionality for your blueprint-only project.
Generally, animation specific data is too granular to be included in saves and it’s usually fine to reset things. For example, if a character is halfway through an attack animation, saving and loading the game will usually result in that character in an idle stance, not mid-attack. Sometimes this means that the game will prevent saves from being made (like in the middle of cutscenes).
But you’d have to be more specific about what animation progress you’re actually talking about for any specific feedback or advice.
The best recommendation I can give you is build out a modular system with the blueprints. For over 2 months I struggled to understand how saving worked. I had to accept that it just does. ADHD didnt help my cause, But This video will help you understand saving, loading, and anything else you need relating to it. When you grow as a dev youll find better ways to do everything. Some times you will build code to find a week later that the way you built it was terrible. Never forget that in order for you to walk you must crawl.