I am using blueprint only, and setting up a way for users to create complex character info (RPG VTT Application) such as names, backgrounds, timeline events of character etc., and setting up how to save this information.
I saw there are SaveGame, SaveSlot and SaveSlotData, but cannot find information on the differences between these or how and when each can/should be used?
I just know the basics of creating a savegame blueprint with all the variables, then creating an instance of that blueprint (create savegame object), and then save to slot. And I know I could create a single save slot for “characters” or a seperate save slot for each character; I assume the best practice would be a single save using arrays for each variable, and index of each array as the character ID. I would say it would be better to create a custom struct with all the variables and save an array of the struct, but I have had NIGHTMARE situations using custom structs with blueprints when those structs end up changing, it has messed up my blueprints and have had to go back and rework all the blueprints using the struct.
Save me on using C++, for now, I need blueprint only. If I ever end up fiishing this project and making money, I can then hire a C++ programmer and go back and do things correctly (yes, I would prefer to do things right initially, but I don’t have the time to learn C++ and do things proper myself being a solo dev)