[=Markyroson;348427]
how would you go about decompressing the file and then loading the saved info?
[/]
I show you how to decompress and load the data in section of my Binary Save System wiki:
Loading Compressed Binary Data
https://wiki.unrealengine./Save_System,Read%26_Write_Any_Data_to_Compressed_Binary_Files#Loading_Compresse
**C++ Code For You**
Here's the code most relevant to your question:
```
//Load the Compressed data array
TArray<uint8> CompressedData;
if (!FFileHelper::LoadFileToArray(CompressedData, *FullFilePath))
{
Optimize("FFILEHELPER:>> Invalid File");
return false;
//~~
}
// Decompress File
FArchiveLoadCompressedProxy Decompressor =
FArchiveLoadCompressedProxy(CompressedData, ECompressionFlags::COMPRESS_ZLIB);
//Decompression Error?
if(Decompressor.GetError())
{
Optimize("FArchiveLoadCompressedProxy>> ERROR : File Was Not Compressed ");
return false;
//
}
//Decompress
FBufferArchive DecompressedBinaryArray;
Decompressor << DecompressedBinaryArray;
//~
// Read the Data Retrieved by GFileManager
//~
FMemoryReader FromBinary = FMemoryReader(DecompressedBinaryArray, true); //true, free data after done
FromBinary.Seek(0);
SaveLoadData(FromBinary,NumGemsCollected,PlayerLocation,ArrayOfRotationsOfTheStars);
```
SaveLoadData uses the Memory Reader Archive to put the supplied data back in the variables, which are passed in by reference.
You could also pass in a UStruct or an actor that was spawned and then fill in the appropriate variable data that way!
Enjoy!
:)