Rama @evernewjoy posted some explorations about C++ game data saving, which is great and I hope he releases a friendly explanation of that entire research.
I asked the devs during beta about a saving game tutorial and they said it’s on the horizon; I fear they have more pressing concerns for now.
For example, say you have a player text input for a character name and you want to store that, and use it from then on whenever the game is run (until the player changes it).
I’m interested to see if someone can offer a totally in editor method for a designer-oriented case where blueprint variables are all established in a single array of saveable vars/values, and it can be told to Restore (LoadGameState) and Update (Store New Value and SaveGameState) from any event you like. And it would be nice to also show how those stored variables can be called in various other blueprints, such as through comparisons.
I’ve seen some existing blueprint functions which handle something like that, but I don’t know how they work, and it would be great to declare and initialise variables to handle everything without having to go to VStudio.
Regards, and sorry if this question is already answered.
I did a video showing a working method for this whole problem using UDK which is posted as a video on www.cgcircuit.com … bringing together various processes explained on the forums, all patched together until I got what I wanted to work. I was sort of hoping it would be easier with the new tools.