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UEFN
Tell us your feedback. What is working, what is not, and what would you change?
Hi everyone,
I’d like to request an improvement to the Save Point device and its documentation.
Setup
- UEFN version: 43.00
- Save Point device with only “Save Loadout” enabled
- All other save options disabled or set to “No” (including “Save Resources” and “Save Gold”)
Observed behavior
Key items and reserve ammo are still saved and restored on load, even though “Save Resources” is disabled.
Why this is confusing
In the player inventory, these items are listed under the “Resources” tab (at least the key item definitely is). So as a creator, I would intuitively expect them to be covered by “Save Resources”, not by “Save Loadout”.
The current documentation only describes the options in general terms:
- Save Loadout: “Determines whether the player’s current loadout is saved.”
- Save Resources: “Determines whether the player’s current resources are saved.”
Documentation page:
Feature request
- Add a separate option such as “Save Reserve Ammo” (Yes/No), so creators can decide whether reserve ammo is saved independently of weapons and items.
- Ideally, also add an option to exclude specific items from being saved (e.g. an exclusion list for key items or quest items).
- Alternatively, align the Save Point categories with the inventory categories, so items shown under “Resources” in the inventory are handled by “Save Resources”.
Documentation request
Please clearly list which item types belong to each save option, for example:
- Weapons
- Consumables
- Reserve ammo
- Key items / quest items
- Building materials (wood, stone, metal)
- World resources
- Gold
Current workaround
Removing these items after loading with an Item Remover device (set to “Objects in Device”) triggered by the Save Point’s “On Player Loaded” event. This works, but a built-in option would be much cleaner and less error-prone.
Thanks!