How do I go about saving data for use at a later date
example if I unlocked 3/5 levels and wanted to save that data so the player could stop playing and come back to it at any time. I guess its saving to the device or HD of device. ive seen the SaveGame object aswell as:
A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums,Read%26_Write_Any_Data_to_Compressed_Binary_Files
which method is best?
is this still the way to do it? has anything changed? or are these methods ultimately the same?
This is how I do it right meow (as of 4.8.2). If you’re going to use cloud saves, I believe the way described in that tutorial is the best/only way.
soo for this tutorial , in order for me to call the function I need a file path and an FBufferArchive… does the file path lead to a .txt document I’m not quite sure how to call the function SaveGameDataToFile(const FString& FullFilePath, FBufferArchive& Tobinary) itself.
The file path can be whatever kind of file you want. It will be the path to the file you’re saving to if it saves correctly, and doesn’t need to actually exist before you save. It will be created when the SaveArrayToFile function gets called.
is their anything outside of this tutorial I will need to know before I get saving data to work?
I used the same thing as a base for what I did. It’s pretty straightforward to change from what’s in this tutorial to using cloud saves, so it has that going for it. I think it should have everything you need.
Ok so would I need to provide a file type in the file path or just the path and it will create one?
It’s probably a good idea to have an extension of sometime, but it’s not important what it is. The path, filename, and extension are all totally arbitrary. It just writes a binary blob out to the path/filename you provide. You could call it Savefile.savefile if you wanted to.