After some extensive trial and error, I finally got save games working in my game. During the game, I have it setup to only save data after the level has been finished. It works perfectly when I Play in Editor, but does not save in a packaged build. It creates the .sav file, but does not save the variables into it like it does in the editor. What is the difference? I have read through a couple threads about this, but they didn’t involve this. Their game was not creating the save, my is creating the .sav, but not saving anything into it. In my blueprint, I’m casting to my save game type, then writing to variables in the save game BP, then saving to slot. Is it possible that casting isn’t what I want to use, and instead create a save game variable in a Game Instance? I’ve been thinking about trying that, but it works in the editor the way I have it, so I’m hoping it is something simple to fix.
It’s come down to Cast’s to GameMode keep failing in a packaged game. Anybody else have this problem? Is there any way to fix this? Or a better option? I keep my save game object inside of GameMode, should I put it somewhere else?
I have encountered this issue too, or more precise some users. It turned out it was related to the succession of loading/saving a savegame for the first time (when it does not yet exist). Perhaps because less powerful computers take longer to load, and increasing delays, and or changing the chain of storing the savegame, made it work here.