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[PLUGIN] Savior 2

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  • replied
    Originally posted by stucki View Post
    HI, congrats on the big update !
    so as i am a total noob with this please let me ask some questions.

    - is it possible to save variables with this tool, too ?
    - i have all my game relevant variables set in my game instance called pc_game_instance
    i read that it is possible to save and load game instance files with this tool ?
    if that is true would it mean it would save/load all variables with their states with one save/load

    kind regards
    stucki
    Yes, if you mark your Game Instance's variables with the "Save Game" checkbox (advanced 'v' section on Details Panel) the plugin can save and load your entire Game Instance Blueprint.

    There's a "Save Game Instance" node for that.
    "Save Game Mode" node or "Save Game World" node will also save the Game Instance, so you only need to use one of any of them.

    To load variables, there's the "Load Game Instance" node; or "Load Game Mode" and "Load Game World".

    Leave a comment:


  • replied
    Originally posted by BulleTime View Post

    So to be sure, it is possible to save C++ UPROPERTY(SaveGame) right?
    Yes, exactly.

    Leave a comment:


  • replied
    HI, congrats on the big update !
    so as i am a total noob with this please let me ask some questions.

    - is it possible to save variables with this tool, too ?
    - i have all my game relevant variables set in my game instance called pc_game_instance
    i read that it is possible to save and load game instance files with this tool ?
    if that is true would it mean it would save/load all variables with their states with one save/load

    kind regards
    stucki

    Leave a comment:


  • replied
    Also, only UProperty will be auto-saved, the plugin cannot "see" native C++ types; and everything must be marked with the "Save Game" flag.
    Properties not marked SaveGame will always be ignored.
    So to be sure, it is possible to save C++ UPROPERTY(SaveGame) right?

    Leave a comment:


  • replied
    Originally posted by Gim117 View Post
    This is critical info. Thanks again for posting this. Should be sticky in the first post.
    On output logs the serializer will generate runtime warnings when it see you're trying to save something it cannot reach.

    Most cases tho, the system will overcome a "no save" situation during the process of respawning an Actor (then loading its properties)... Later restoring the dead 'Reference' to that Actor.

    I setup the process to guarantee any required respawn action will occur before restoration of references because of that.

    In the end that yields on the same results of saving the unreachable paths you see above so you end up not receiving any "-sorry bruh I can't save or load this!" from the plugin. They save/load indirectly as a side effect for auto respawning Actors.

    But yeah, Array of References inside Structs will not be saved; not because the plugin can't, but because Unreal says "-I don't want you to do this."

    ​​​​

    Leave a comment:


  • replied
    Hey Xavier, i´m using your plugin for a while now and the latest version is just amazing. Thanks for your work!
    Saving and loading actors, generated during runtime have always been the dealbreaker for my projects. Now i can fail on other things

    Originally posted by BrUnO XaVIeR View Post

    Blueprint -> Properties: saves.
    Blueprint -> Reference: saves.
    Blueprint -> Reference Array: saves.
    Blueprint -> Property Array: saves.
    Blueprint -> Struct -> Properties: saves.
    Blueprint -> Struct -> Reference: No.
    Blueprint -> Struct -> Reference Array: No.
    ​​​​​​​Blueprint -> Struct -> Property Array: saves.

    ​​​​​​​Blueprint -> Struct -> Reference -> Struct..: No.
    ​​​​​​​Blueprint -> Struct -> Struct -> Struct..: saves.

    This is critical info. Thanks again for posting this. Should be sticky in the first post.

    Leave a comment:


  • replied
    Originally posted by BulleTime View Post
    Is it possible to save 'any' data, like structs with this plugin?
    Depends how deep your data is;
    For example:

    Blueprint -> Properties: saves.
    Blueprint -> Reference: saves.
    Blueprint -> Reference Array: saves.
    Blueprint -> Property Array: saves.
    Blueprint -> Struct -> Properties: saves.
    Blueprint -> Struct -> Reference: No.
    ​​​​​​​Blueprint -> Struct -> Reference Array: No.
    ​​​​​​​Blueprint -> Struct -> Property Array: saves.

    ​​​​​​​Blueprint -> Struct -> Reference -> Struct..: No.
    ​​​​​​​Blueprint -> Struct -> Struct -> Struct..: saves.


    Also, only UProperty will be auto-saved, the plugin cannot "see" native C++ types; and everything must be marked with the "Save Game" flag.
    ​​​​​​​Properties not marked SaveGame will always be ignored.

    Leave a comment:


  • replied
    Is it possible to save 'any' data, like structs with this plugin?

    Leave a comment:


  • replied
    Have you tested Savior 2 with Dungeon Architect by chance ?

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  • replied
    Latest update (for Unreal 4.20+) now includes pre-built binaries for Windows, Linux, Android, Mac and iOS platforms.

    Leave a comment:


  • replied
    Originally posted by DavidBC View Post


    Okay, no problem, thank you for the answer!

    I get another question, is it possible to save multiple level (With dynamic actor...) in only one slot ?
    I have one main level with multiple sub-level, but if I use 'Save/Load Game World' the last saved map is automatically loaded.

    How can I handle that? Do I need to do one slot for each level?

    Thanks!
    I would concentrate all my Save-Game logic inside Blueprints:

    * Game Instance
    * Player Controller
    * Default Pawn
    * Game Mode
    * Player State

    Then use "Save/Load Game Mode" function.

    Additional Actors from the Levels can use "Save/Load Actor" nodes.
    (You have to use 'Read Slot' function at least once before you use 'Load Actor').

    Leave a comment:


  • replied
    Originally posted by BrUnO XaVIeR View Post

    You can insert thumbnail textures in Slot object properties.

    I removed screen capture functionality because on latest engine versions EpicGames "closed" even more that system and capture performance is bad.
    It's better to use a pre-generated screenshot.

    Okay, no problem, thank you for the answer!

    I get another question, is it possible to save multiple level (With dynamic actor...) in only one slot ?
    I have one main level with multiple sub-level, but if I use 'Save/Load Game World' the last saved map is automatically loaded.

    How can I handle that? Do I need to do one slot for each level?

    Thanks!

    Leave a comment:


  • replied
    Originally posted by DavidBC View Post
    Hi Bruno ! Could you add a Screenshot/Thumbnail node, like in Savior 1 ?
    You can insert thumbnail textures in Slot object properties.

    I removed screen capture functionality because on latest engine versions EpicGames "closed" even more that system and capture performance is bad.
    It's better to use a pre-generated screenshot.

    Leave a comment:


  • replied
    Hi Bruno ! Could you add a Screenshot/Thumbnail node, like in Savior 1 ?

    Leave a comment:


  • replied
    Works now thanks!!!

    Leave a comment:

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