Wiki Code Tutorials

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https://www.mediafire./convkey/7d2b/fr75kbso2kkazru6g.jpg

Dear Community,

I have been hard at work making UE4 C++ Code tutorials!

I have added many pages of entirely code-focused tutorials, including both .h and .cpp,

to the UE4 Wiki Code Page!

https://wiki.unrealengine./Category:Code


**UE4 C++**

The entire focus of these tutorials is UE4 C++, not just regular C++.

Using my code samples will help you get a feel of how UE4 C++ works and help you get integrated with the UE4 API.


**Code Example

Custom Save System To Compressed Binary File**

Here’s a sample of the kind of code I am posting on the Wiki Code page:

is a code sample for how to Save any game data you want from UE4 C++ to a compressed binary filename of your choosing.


bool ControllerClass::SaveGameDataToFileCompressed(const FString& FullFilePath, 
	int32& SaveDataInt32,
	FVector& SaveDataVector,
	TArray<FRotator>& SaveDataRotatorArray
){
	FBufferArchive ToBinary;
	SaveLoadData(ToBinary,NumGemsCollected,PlayerLocation,ArrayOfRotationsOfTheStars); 
 
	**//Pre Compressed Size**
	ClientMessage("~ PreCompressed Size ~");
	ClientMessage(FString::FromInt(ToBinary.Num()));
 
	//
 
	**// Compress File 
	//tmp compressed data array**
	TArray<uint8> CompressedData;
	FArchiveSaveCompressedProxy Compressor = 
		FArchiveSaveCompressedProxy(CompressedData, ECompressionFlags::COMPRESS_ZLIB);
 
	**//Send entire binary array/archive to compressor**
	Compressor << ToBinary;
 
	**//send archive serialized data to binary array**
	Compressor.Flush();
 
	//
 
	**//Compressed Size**
	ClientMessage("~ Compressed Size ~");
	ClientMessage(FString::FromInt(CompressedData.Num()));
 
 
	if (!GFileManager) return false;
 
	**//vibes to file, return successful or not**
	if (FFileHelper::SaveArrayToFile(CompressedData, * FullFilePath)) 
	{
		**// Free Binary Arrays **
		Compressor.FlushCache();
		CompressedData.Empty();
 
		ToBinary.FlushCache();
		ToBinary.Empty();
 
		**// Close Buffer **
		ToBinary.Close();
 
		ClientMessage("File Save Success!");
 
		return true;
		//
	}
	else
	{
		**// Free Binary Arrays **
                Compressor.FlushCache();
		CompressedData.Empty();
 
		ToBinary.FlushCache();
		ToBinary.Empty();
 
		**// Close Buffer **
		ToBinary.Close();
 
		ClientMessage("File Could Not Be Saved!");
 
		return false;
		//
	}
}


**Summary**

Enjoy!


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how would you go about decompressing the file and then loading the saved info?