Hello!
There was a problem loading the save file.
I have about 8 save slots and I sometimes jump around them to load different game states. But today, after adding just a couple of new variables to the main SaveGame object, all these saves broke. When loading any old save, an error is thrown in the “LoadGameFromSlot” → false method.
That is, it sees these slots, but does not load them. If you create a new save, it works. Does it make sense to write some kind of save system of your own? I’m worried that something similar will happen to players in future updates to the game. Or how can this be prevented? Did I just add new variables to save?
I notice your cast to ‘save game base’ there. How did you make your save game? What parent is it derived from?
I have a base class in C++ “SaveGameBase” and “BP_SaveGame” inherits from it. I haven’t touched this hierarchy for several years now, there shouldn’t be any glitches there. I’ll try to reproduce this error again today when I get to the computer.
Never seen this before. If you change the type or name of variables, yes, you might well get a problem. But even so, it should only crop up when you get to the casting…
I feel very stupid. I didn’t even notice that yesterday I accidentally renamed the class “SaveGame”, before it was called “SaveGame_BP”, I renamed it to “BP_SaveGame”, and this led to such a problem, I returned the previous name, and the save came to life.
Thank you for paying attention to my post.
Strange
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