Save multiple actor locations

Hey there, I am working on a save menu in my project.

In the game, I spawn, place and delete multiple actors of different classes, but they can be of the same class. Then, I want to save this placement to one slot. I change the placement and save it again to antoher slot. Later again, I can load one of these slots.

My question is: do you know a smart solution on how to save an amount of about 60+ actors? I first thought about making an array of their transform, but then again, I have to communicate a lot between different blueprints to save each actors location.

On the other side, I read somewhere something about “Get All Actors with Interface”. Since they are of the Pickup Interface, I could make a screenshot of each actor and its transform and save it this way.

Is this possible? I am pretty new to UE and I am reading up on all the functions. It also said that I cam save this data into a structure. But how do I place the actors again after loading the given slot? Can I just access “SpawnActor” and feed it with the structure? And does the structure register the amount of actors of the same class?

Sorry for the just as many questions as I have actors to save, I am really trying to read up on the possible functions. If you know amother solution as I proposed, just let me know. Thanks a lot in advancd!

You basically just save the actor positions in an array. The save game is just like any other BP except is only has variables and no code. It’s really up to you what ‘shape’ you make that array / structure.

Some obvious ideas are:

  1. Just have a big array with actor locations

  2. Have an array of structures. The structure is Actor ID ( of some sort you make up ) + position

  3. One array per actor, but with many positions ( I don’t know quite what you’re trying to do ).

A nice way to save actor positons, is make it part of the interface. So any other actor can call the interface and say ‘hey, you’ve gotta save yourself now’ and then the actor saves it’s own info.

Any use?