I am working on a game where the player goes through various levels and quests to increase stats, but I can’t figure out the best way to keep the data between the levels. It seems strange to me that there isn’t some class that is persistent between levels that I can subclass to store data in. Currently I change levels using:
GetWorld()->ServerTravel(MapToPlay, false, false);
From what I have read so far, the two main options are:
Save the entire state of the game between each level, then reload it. This is guaranteed to work but isn’t trivial.
Someone suggested I put data in the LocalPlayer PlayerController. This seems a bit messy to me, and is it guaranteed to work in all circumstances?
Is there a better way?
Rama
(Rama)
July 7, 2014, 3:25am
2
#Config Files
For very small amount of data you can simply save it out to config file and then load it back
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#Binary Save and Load
I have tutorial on how to save any data you want to compressed binary file and then load it back into the game!
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Thanks , your tutorial is exactly what I’m using for loading/saving
Just want to say here the ways:
Use level streaming and the game/state mode will not change.
Use the Game Instance, it don’t change between levels. You need to reset it if you leave to the main menu.
Use Save Game