My game is single player only and you can save up to five save slots - in other words, you can have five different characters.
I have a struct which holds statistics data per character. I.e. , we track how many miles character 1 has walked, and how many miles character 2 has walked.
The simple and obvious way to segregate character data is to just have a different struct for each character. In my case that will work without any problems. But what if I had a variable amount of save slots? In that case, what might I need to do so that stats data is saved for each new character and does not overwrite anybody else? Is it possible to generate a unique struct through blueprint at runtime and have it be assigned some sort of unique identifier?
Preferably I stick with blueprint solutions, though short c++ solutions are possible. I appreciate your thoughts!