I would to know if unreal handle the version of save game or if the user has to handle himself the version of save game if variables change in the SaveGame blueprint.
How handle that correctly ? Add a version in the blueprint and check this version and cast on the good blueprint ? Maybe not possible on Blueprint ?
Is it better to handle the save using c++ to use a dictionary (name/value) to have the save always valid ?
Take a look
Yea I already only save each time a setting change, the question is about version of the save if a variable is added, what happens, the save is destroyed ?
There is a way to use a dictionary to have “name + value” in an array ? C++ custom struct has to be added ?
Using a dictionary, the name of the value can be added to convert the string value to the good local value and have the save always valid read/save.
The only way is to do the save using C++ or the SaveGame blueprint allows that ?