I’d like to add SQL integration as manually as possible (I hate relying on third-party plugins).
Initially, I’ll use it to save locally (on the user’s own machine).
I’m using Unreal Engine 5.1.
I’d like to add SQL integration as manually as possible (I hate relying on third-party plugins).
Initially, I’ll use it to save locally (on the user’s own machine).
I’m using Unreal Engine 5.1.
Hey there @nove0nove0! Generally if you’re looking for the most basic and manual method of interacting with an SQL server, I would just send HTTP requests (using the HTTP plugin in engine) to an API setup on the server to communicate with it. Though this requires you to have the server setup already.
Otherwise, locally I’d usually advise SQLite instead if you need something database-like.
I think I ended up being very ambiguous, I will try to explain my ideas better, if you still want to help me
Offline and online functionality.
Capable of handling physical changes to the world.
Compatibility between versions of the game itself and between versions on other platforms.
Good performance for games with a large number of items.
These are all the qualities I look for in a save system. From my research, the best fit would be SQLite. I’ve read some comments that the plugin in the editor is a truly weakened version of SQLite.
I’m taking my first steps in game development, and I don’t plan on making the next GTA, but I would like an expandable and flexible save system.
An example of a game that would benefit from the system I described would be Minecraft itself.
Online/Offline
Single/Multiplayer
World Changes
Large Numbers of Items
Ahh yes, that’s why I usually recommend SQLite as it’s still scalable but isn’t a full blown DB. You are correct that the SQLite plugin in engine is somewhat limited. It has low(er) level access but any of the features outside of the basics you would need to implement yourself. However I don’t have any solid resources on how you would do that short of handing you the SQLite amalgamation and compilation docs, though I would advise against it unless you’re familiar with integration. Otherwise, you can look at another project’s source to get an idea:
I know you mentioned being against third part plugins, but this is usually one of the situations where a third party plugin shines, since you only need it for interfacing and aren’t intending to extend it.
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Thank you