had a follow up question about save / load times. since amount of data changes the time in which the game saves or loads, how/why does checking for success in a save or load blueprint node return a bool instead of a 3 output (exec, success, fail) latent blueprint node?
have had some issues with loading a game and allotting enough time to make sure the game is fully loaded before executing the rest of a begin play logic sequence, especially in game mode.
any advice in the matter or best practices is appreciated.