Hello! Thank you for your response.
This was a helpful question! Turns out I had neglected to add “create save game object” if the save game wasn’t already existing/set. I used the ‘does slot exist’ to determine if a new save game object was to be created. I’ll put the updated BPs below. It doesn’t seem like that fixed the incorrect save loading, but I’m really glad you caught that!
Yes, so it seems the “Slot Number” input on the load function is always 1. I ran into this issue before, but I thought I’d fixed it. So the game mode (x) is the one calling Load Game, and before that, it is set by a variable in a function in the game mode (x) which is called by pressing the “Load Save” Button (x). I had gotten some help for the last part, the pass-by-reference was said to have fixed the issue where the variable wasn’t actually setting when it was read in the game mode. Hoping that makes sense.
If the slot is not found, that isn’t an error the way I’ve done it, it just means they haven’t saved before. I’m not sure if that’s the smart thing to do, but it seems to work!
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Running out of time at the moment, but will later take a look at that thread. Thanks for linking it!