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[PLUGIN] Savior 2

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  • replied
    Originally posted by JmannDX View Post
    Also, is there a way to only have the background blur or splash screen whenever the game loads, and not when it saves? I'd rather just have a notification saying the game has saved, but it shows the load screen during saving as well.
    I will add this to my ToDo list, I just need to split the options. Right now both loading and saving screen check for the same enumerator value.
    Last edited by BrUnO XaVIeR; 04-22-2020, 11:05 AM.

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  • replied
    I am officially saving and loading now! I'm not sure why, but I think I was just being thick and overthinking it at the same time instead of letting your plugin do the work. My only issue now is that whenever I load into a new level, the loading screen doesn't appear until after the level has already loaded. So to the player it looks like the game is frozen for a bit.

    Also, is there a way to only have the background blur or splash screen whenever the game loads, and not when it saves? I'd rather just have a notification saying the game has saved, but it shows the load screen during saving as well.

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  • replied
    Try to do this:


    Click image for larger version

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  • replied
    Hey Bruno, I was able to get Loading and Saving working from the slot pickers I embedded into my UI, but I'm still unable to successfully load into a game by selecting a "Continue Game" button in my main menu. Essentially, I created a slot that stays in Slot 0 to act as an Auto-Save, and I'm just trying to Load Game World using slot 0. I even set up some print strings on success and failure and those aren't even firing. Have you seen something like this before? Maybe there's something incredibly obvious I'm missing.

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  • replied
    Originally posted by Manspear View Post
    Feature request:
    Add a callback / interface event that triggers when Mark Actor is called on an actor, to enable that actor to have custom code execute to make it "fake destroyed" until the save
    Added to Todo list.

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  • replied
    Feature request:
    Add a callback / interface event that triggers when Mark Actor is called on an actor, to enable that actor to have custom code execute to make it "fake destroyed" until the save

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  • replied
    I am submitting for review v2.9.2..

    This version I have introduced algorithms to save/load hierarchy chains of UObject pointers referenced by arrays of object references in Outer actors.
    That means when you have actor instances with an array of object references (array marked as SaveGame), and the UObject default class is properly setup, the load system can restore object references when loading back the array or respawn the missing objects and reload their properties before restoring the references back into the array.

    Previously the plugin would only go as far as restoring the references or respawning from CDO, with default class properties applied.
    What this is useful for:

    * Loading back inventories based on UObject* ptrs (object references).
    * Restoring dialog trees created by nodes based on UObject classes.
    * Loading quest log tree states that are based on UObjects, etc.


    !! WARNING !! :
    This operation is expensive and is run on Game's main thread, if you are not careful you can face screen freezes when using this.
    I would personally avoid using this feature unless I have no choice.

    You can download a test project from here to learn more on how to setup your classes to use this:
    https://www.dropbox.com/s/iwkook0mw3...rrays.zip?dl=0


    It only works for classes you whitelist in project settings on the "Instance Scope" list:




    Test case:



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  • replied
    Thanks Bruno that worked!

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  • replied
    Originally posted by Manspear View Post
    Hi Bruno!
    I'm trying to access some plugin functions like USavior2::CreateSGUID(this); and the interfaces in c++ by including your plugin header like this:
    #include "../Plugins/Marketplace/Savior/Source/Savior2/Public/Savior2.h"
    But I'm getting this error:
    d:\programs\epic_games\ue_4.24\engine\plugins\marketplace\savior\source\savior2\public\SaviorTypes.h(15): fatal error C1083: Cannot open include file: 'SaviorTypes.generated.h': No such file or directory
    You should add the module to your Build.cs file.
    The header you can just include after "Public/", so you just have to type
    Code:
    #include "Savior2.h"
    Maybe you should also copy the plugin from Marketplace vault and move to yourProject/Plugins folder and then uninstall the plugin from Launcher.

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  • replied
    Hi Bruno!
    I'm trying to access some plugin functions like USavior2::CreateSGUID(this); and the interfaces in c++ by including your plugin header like this:
    #include "../Plugins/Marketplace/Savior/Source/Savior2/Public/Savior2.h"
    But I'm getting this error:
    d:\programs\epic_games\ue_4.24\engine\plugins\marketplace\savior\source\savior2\public\SaviorTypes.h(15): fatal error C1083: Cannot open include file: 'SaviorTypes.generated.h': No such file or directory
    in the output log, how do I fix it? I've tried reinstalling the plugin, and regenerating visual studio project files
    Last edited by Manspear; 04-20-2020, 08:43 AM.

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  • replied
    Originally posted by JmannDX View Post
    Hi Bruno. Sorry if this has been asked before, but is there a tutorial on how to get started with your plugin? I just got it, and I can save and load, but I'm not seeing a splash screen even though I configured it from the slot, and I'd like to make sure I'm not doing anything stupid by using "Save Game World" whenever I save, then when I load I use "Load Game World" then "Load Level". Whenever I use Load Game World on its own nothing happens.
    The example project here is setup with loadscreen, you can take a look on it's Blueprints:

    https://www.dropbox.com/s/2nv6zo0317...E4.24.zip?dl=0


    Note that * video * loadscreens only work on packaged projects. Not in editor.

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  • replied
    Hi Bruno. Sorry if this has been asked before, but is there a tutorial on how to get started with your plugin? I just got it, and I can save and load, but I'm not seeing a splash screen even though I configured it from the slot, and I'd like to make sure I'm not doing anything stupid by using "Save Game World" whenever I save, then when I load I use "Load Game World" then "Load Level". Whenever I use Load Game World on its own nothing happens.

    Once again, sorry I'm a total noob at this. It's my first time tackling getting a save system to work.

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  • replied
    Not really, the plugin also have Save/Load Actor.
    You can spawn instances manually then pick individual actors to use "Save Actor" and "Load Actor" instead of let the Load World function do a massive work for actors that you don't need to save.

    That new "Find Actor with GUID" will also be useful for that.

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  • replied
    Originally posted by BrUnO XaVIeR View Post
    Use filters "Component Scope" and "Actor Scope" to save only the classes you need to be saved.
    Somebody had same problem and the thing was they were actually saving over 2 million objects to the save file without need.. when they just had to use "Save Game Mode" instead.
    My Savior 2 Settings and the Save Slot only have my single test actor in both of their scopes. I've unticked Respawn Dynamic Components.

    The actors I'm trying to load are dynamically spawned/respawned actors, so I have to use Save/Load game world for that.

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  • replied
    Use filters "Component Scope" and "Actor Scope" to save only the classes you need to be saved.
    Somebody had same problem and the thing was they were actually saving over 2 million objects to the save file without need.. when they just had to use "Save Game Mode" instead.

    Leave a comment:

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