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[PLUGIN] Savior 2

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    Originally posted by BrUnO XaVIeR View Post
    No, Save Game Mode only record blueprint members of Game Mode.
    If you want to save entire level use Save World instead.
    Thanks for your patience!

    I updated my functions, but it works only if restart the editor and than only a few times and than it fails all the time.



     
    Spoiler



    I first create the instance with the T Key.
    Than i save with U and than load with R.

    If i create something wrong, could you show me a working setup?

    Its really odd that my setup work only a few times.
    Last edited by PrincePac92; 08-17-2019, 07:39 AM.

    Comment


      You are trying to use a persistent instance while it will be garbage collected.
      Just use slots outside functions, like this :

      Click image for larger version

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      | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

      Comment


        This works!

        To easy to understand and belive
        Thanks for this.


        One final question.

        I saved in Map A, there is an actor with some variables, that i want to save.
        Than i travel to Map B and want to save this Map with actors and his variables as well, so i saved.
        Travel back to Map A and want to load Map A as i saved it at the start. But if i load, i teleport to Map B back to the second save.

        So i cant load Map A again. How i save every Map seperatly?
        So that i can load Map A if i enter Map A and Map B if i entered Map B.

        Comment


          Originally posted by PrincePac92 View Post
          So i cant load Map A again. How i save every Map seperatly?
          So that i can load Map A if i enter Map A and Map B if i entered Map B.
          Save each map to a different slot asset.
          | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

          Comment


            Are you supporting child actors?

            Comment


              Originally posted by XIXGAMES View Post
              Are you supporting child actors?
              There is no code in plugin specific for ChildActor component.
              They may work or may not work, I don't know because I don't use child actors for anything ever.
              | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

              Comment


                Originally posted by BrUnO XaVIeR View Post

                There is no code in plugin specific for ChildActor component.
                They may work or may not work, I don't know because I don't use child actors for anything ever.
                Any chance you could add support for ChildActor component? I am using those on player character and on AI characters.

                Thanks

                Comment


                  Originally posted by BrUnO XaVIeR View Post

                  There is no code in plugin specific for ChildActor component.
                  They may work or may not work, I don't know because I don't use child actors for anything ever.
                  Ok , I did it myself. thanks

                  Comment


                    Hey , i have a question about save file . I checked and they can be simply edited with a notepad ( by this i mean all variable and value are perfectly readable ) . Is the plugin is not supposed to make somethings automaticaly to make stuff hard to edit/read because the plugin description talk about " an encryption " . So i would like to know how to complicate the edit of save file .

                    Thanks for the read .

                    Comment


                      Originally posted by MaitreFAKIR View Post
                      Hey , i have a question about save file . I checked and they can be simply edited with a notepad ( by this i mean all variable and value are perfectly readable ) . Is the plugin is not supposed to make somethings automaticaly to make stuff hard to edit/read because the plugin description talk about " an encryption " . So i would like to know how to complicate the edit of save file .

                      Thanks for the read .
                      It's the byte size Unreal is using to store json text data. On PC they happen to be readable.
                      I am not adding any obfuscation because doing that will introduce the possibility of lost/corrupted data on load.
                      | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                      Comment


                        Originally posted by BrUnO XaVIeR View Post

                        It's the byte size Unreal is using to store json text data. On PC they happen to be readable.
                        I am not adding any obfuscation because doing that will introduce the possibility of lost/corrupted data on load.
                        Well thats some desapointing , are you plaining to drop an option to choose if devs want to obfuscate stuff at there own risk ? I know you got other stuff to do irl than adding that but its pretty unsecured .

                        Last edited by FAKlR; 09-15-2019, 01:03 PM.

                        Comment


                          That was already in the plugin.
                          I removed for a reason, it slows down performance and corrupts text data.
                          | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                          Comment


                            Hi Bruno, I am thinking about buying your Saviour2 plugin. but I just have a couple of questions, I am a bit off a noob so please bear with me. I am making a small game for myself as a learning experience and I want to make some procedural generated levels. My original thoughts were to not have these parts saved, as the PCG code I am writing will be run on level load and place and generates lot of objects. But now I wonder if your plugin could save these as well? Or is your plugin better suited to hand made levels?

                            Comment


                              There's a "Minecraft" game using the "SGUID" system on the plugin to save their levels, all spawned pieces are respawned based on SGuid values:






                              Devs also use that to save complex inventory systems.
                              | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                              Comment


                                Originally posted by BrUnO XaVIeR View Post
                                There's a "Minecraft" game using the "SGUID" system on the plugin to save their levels, all spawned pieces are respawned based on SGuid values:

                                Devs also use that to save complex inventory systems.
                                Thanks for the reply, so if I understand this right (i'm a noob) PGC the whole level, any item to be saved needs a global unique id, the SGUID, and the Saviour2 can save and load all actors and so on.

                                What about static messes, and instanced static meshes?

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