Can you share your blueprints?
Well here are the only two things that i did which werent in the thing you sent the rest are very similar just i didnt use get owner for the collectable blueprint.
The Init event is executed when Game Instance is instantiated, and that happens early when the game starts. If I’m not mistaken the world hasn’t been created yet, so everything in it including the character doesn’t exist yet.
Your game instance should not try and talk to your character. Imo it should be the other way around and through the interface.
Makes sense? ![]()
So the load and create save thing should be happened in the player character?
Ideally, a menu tells the GameInstance to load the save before the level is loaded, but the character’s BeginPlay can also trigger this.
The issue is that other classes may have already run their BeginPlay, causing them to miss the update. There could be a dispatcher (OnSaveReady) that classes can listen to, ensuring they update once the SaveGame is loaded. This requires casting to the GameInstance to bind to the dispatcher, which is not really an issue.
The problem for me atleast is that whenever i move anything from game instance i get abunch of error cuz the code that still in game instance for stuff like has id check to see if a reference for the save game exists which is in a different thing but i cant use a reference to a reference if you get what i mean
I suggest trying to get your save game working in an empty project, encapsulated in a plugin. The plugin can later be moved into the main project.
Im starting to wonder if there is something wrong with my unreal 4.27 download like is something corrupted or is 4.27 known for having bad save game stuff. but i will try this.
I figured it out. All i had to do was move the save stuff that you made to the gamemode blueprint and now it works perfectly just had to add a little delay for when the collectable checks if the id is valid. Thanks
Glad it’s working. Just remember Game Mode is not persistent. It will reset when the persistent level is changed.
Thats fine as all I’m using just one level with a bunch of persistent things.


