Hi, can the community please help with an obstacle I’ve had for a week?
I have an intractable game like Fortnite or RPGS (where there are level specific goals, chests/doors open, objects moved, checkpoints reached).
I want to save all this data in a [Save game manager - save slots] – where I can select my object Blueprints and tag/flag which of its properties/vars need to be saved.
(I.e. so only things that change are saved in the Save file = faster; and a feature to save Vars that are random generated – i.e. if a rare weapon spawns from a chest (by using a random Int to set its properties) – a way to save its stats in the Save file).
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Is there not a [complete] working/free Save manager for UE4.27 that does all of the above??? (there was for UE4.2)
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Can someone direct me to a modern tutorial or free plugin about that for UE4.27?
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Can a community dev/helper [trusted source] please recompile or whatever, this free asset to work for UE4.27? - then a moderator approve of the file (so the community knows it can be trusted)
? Save Extension in Code Plugins - UE Marketplace
Thank you.
Details: I’ve hit a roadblock for a week. I’ve searched and followed many tutorials for the above. Yet all are either incomplete (basic and do not teach or do what I described), they’re outdated, or they claim to do the above and offer the free files, but their [Save game manager plugin] is missing from their download link.
E.g. I fall through the level by using 2 of the youtube tutorials. And since the tut is so old, replies are not read and I have no way to get answers, or to even know if the error is because of outdated methods.
(Regardless of if I got a specific answer to their methods/code - it doesn’t change the problem with Epic’s Save game slot: I have to manually make copies of all vars that I want saved - instead of having the feature to go in each BP and have a checkmark that says Save Game? (save its data/var in the save file)? - like the free Plugin did for UE4.2.)
I’ve tried youtube tutorials by these community members: Matt Aspland, Beardgames, Mathew Wadstein. So I appreciate their prior help, but it’s not working for me in UE4.27.
Impact: It’s very frustrating that this [Save game manager] does not already exist for the community by 2022 for UE4.27? I would think it’s a fundamental feature that should be in any game builder engine. Fortnite was able to do this, so I would think Epic would give us a working example?
I tried using Epic’s Save game slot actor/Game Instance. But it seems so basic, since I have to manually go thru all my BPs, make copies of their variables – then tell the Save Game slot/Game instance to save copies of those variables. Then have Set/Get nodes for 100 variables to Load/Save on begin play. It is not viable for 100 vars in an interactive level, and doesn’t have the feature to [tag/flag which of its properties need to be saved].
The free assets “save-extension” and Mathew Wadstein’s file do the above. But are not updated for UE4.27. So it’s frustrating that the community used to have this working feature, but I don’t.
I’ve searched for answers about how to make the free Save-extension Asset update. But it seems to involve recompiling, which looks complicated, idk what I’m doing – I don’t want to mess up my engine/project. (I.e. why we need trusted devs to maintain trusted updates of community assets.)
About the marketplace and consideration for Epic to read: I’m making a prototype demo, no funding – so can’t afford to buy something that used to be free.
And it’s frustrating searching the Marketplace for this fundamental feature – because Idk if what I’m getting will work in UE4.27 as intended, or if it does what I want. I have to read 20 comments per each item, to rule out if it might work before I pay? (I.e. it’s not an Epic dev asset, so it’s hard to trust/know what I’m paying for.)
So can a dev or community member please help with your contribution – so we can get back to doing what we know how to do. We want to make new content (games/demos) using your engine. Thank you