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[PLUGIN] Savior 2

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  • replied
    If you launch your project from within Visual Studio and got a crash, debugger would tell you what happened, why there was a crash.

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  • replied
    I tried to save a big struct with data but my pc just froze for like 5 minutes untill i did a reboot. Any idea why? Am on 4.20.3
    Last edited by BulleTime; 10-26-2018, 08:03 AM.

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  • replied
    Originally posted by BulleTime View Post
    Is there any documentation on how to save struct data?
    Structs save just like anything else;
    Unless you have Object References in Arrays inside Structs; that kind of nested object references will not save.

    Also you should make sure you're not simply creating new Struct after loading, resetting everything to default values.

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  • replied
    Is there any documentation on how to save struct data?

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  • replied
    Originally posted by BulleTime View Post
    So what about large files, e.g. big arrays of vectors etc.?
    No problem, the system can run its own thread and automatically generate progress (0-100%) report for you.

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  • replied
    So what about large files, e.g. big arrays of vectors etc.?

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  • replied
    Originally posted by BulleTime View Post
    Is it possible to save HierarchicalInstancedStaticMesh instances with savior?
    Only the Editor can Serialize() meshes;
    Packaged game would always crash.

    So, no. I intentionally skip saving any kind of mesh information.

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  • replied
    Is it possible to save HierarchicalInstancedStaticMesh instances with savior?

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  • replied
    Originally posted by Jazz View Post
    This is a great plugin but I'm having some issues testing things out on the 2.3 demo for UE 4.20. I don't seem to have a "meta data" section within the save slots. Also loading a save doesn't seem to be restoring the knocked down characters in the level. Is this by design or a problem my end? Here's what I'm doing:

    1. Start level 1 and knock down 5 enemies.
    2. Save to slot 1.
    3. Knock down another 5 enemies.
    4. Save to slot 2.
    5. Load slot 1 - There will be 10 enemies still knocked down instead of 5.
    6. Reload game.
    7. Load slot 1 - There will be 5 enemies knocked down.
    8. Load slot 2 - There will be 10 enemies knocked down.
    9. Load slot 1 - There will still be 10 enemies knocked down instead of just 5.
    The meta properties have been moved to a sub-slot object, that changed.
    Now to set those properties you have to use a node "Get Meta-Data" from a Slot nodes.

    Save/Load a slot file does not reset your Levels' state.
    You either guarantee yourself that those "knocked down" Actors are destroyed right after you save to any Slot or you reset the Level manually;
    Otherwise the previous 5 Actors will still record into Slot 2 since they still exist in your Level.


    The only thing the plugin will do about that is open the target Persistent Level Map if the Slot understands the target Level isn't the one currently running.

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  • replied
    This is a great plugin but I'm having some issues testing things out on the 2.3 demo for UE 4.20. I don't seem to have a "meta data" section within the save slots. Also loading a save doesn't seem to be restoring the knocked down characters in the level. Is this by design or a problem my end? Here's what I'm doing:

    1. Start level 1 and knock down 5 enemies.
    2. Save to slot 1.
    3. Knock down another 5 enemies.
    4. Save to slot 2.
    5. Load slot 1 - There will be 10 enemies still knocked down instead of 5.
    6. Reload game.
    7. Load slot 1 - There will be 5 enemies knocked down.
    8. Load slot 2 - There will be 10 enemies knocked down.
    9. Load slot 1 - There will still be 10 enemies knocked down instead of just 5.

    I have tried re-downloading the plugin and tried running it as either an engine plugin or a project plugin.

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  • replied
    will this save arrays and structs , and whats listed in Enums?The reason I ask is because I have savior 2 serializing and deserializing and it shows the keys(destroyed when picked up), and the doors that they open , but if I load the game again I apparently don't have the keys to open the doors.
    Last edited by razmaz51; 10-05-2018, 07:21 PM.

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  • replied
    Originally posted by razmaz51 View Post
    Or i guess if i have to select a different slot asset for each level on the node , i have to add an additional set of nodes for each level ?
    Exactly, yes. I would do it that way; It's easier for outsiders to "read" the graph.
    Just don't forget if you need to execute nodes that must wait for the load to complete right after you call the Save/Load World node, attach your next node pin to the "On Success" output pin instead of the unnamed default exec pin (that pin will wait until load/save is done, unnamed pin won't wait for anything):



    Default unnamed output pin on top won't wait for the save/load; "On Success" and "On Fail" will only continue the graph after the process is done.



    Originally posted by razmaz51 View Post
    and just for a refresher , if I leave the scopes at default Object , Actor ,etc.......then it will just look for all Objects , Actors , etc.... unless I filter it down with specifics?
    Yes, that didn't change.



    Oh and don't worry about that "Context" thing because Unreal Engine will automatically pick the "Context" from the Blueprint you call this node from so that "Context" input will be hidden when you place the node on your graphs.
    Last edited by BrUnO XaVIeR; 10-05-2018, 10:33 AM.

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  • replied
    ok and I should use both a save world and load world nodes once together and just reference a different savior slot each level? Or i guess if i have to select a different slot asset for each level on the node , i have to add an additional set of nodes for each level?and just for a refresher , if I leave the scopes at default Object , Actor ,etc.......then it will just look for all Objects , Actors , etc.... unless I filter it down with specifics?
    Last edited by razmaz51; 10-05-2018, 09:49 AM.

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  • replied
    "Save World" where each Slot = one level.
    Level 1 save to Slot 1, Level 2 save to Slot 2, etc.

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  • replied
    If my game is basically divided into levels (just from one level to the next , never going back to any levels), and using open level to transition to the next. and wanting to save the state of the AI and some pickups , what nodes would make best sense to use? save level / load level , save game world /load game world , save game instance , load game instance , etc..........? At this point no pickups or anything are carried from level to level , all the gameplay for any level is contained within that level.

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