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[PLUGIN] Savior 2

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  • replied
    Latest update above have been processed and published on Marketplace.

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  • replied
    There's an update I submitted last week and still waiting for approval by Epic.
    The latest adds these function nodes to the plugin library:

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  • replied
    I have updated, tested, and submitted ALL plugins to Unreal 4.25;
    Now we have to give marketplace team some time to review and process updates ^_^

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  • replied
    If you overwrite saved data on slot, you lose information about "Destroyed" property.
    If you overwrite the slot data once the actors marked "Destroyed" have been actually destroyed from the Level, you will also lose save data on the "Destroyed" property.

    You should either keep one slot per level or create your own list of "SGUID" variables on GameInstance that you can use with "Find Actor with GUID" and destroy them after loading a level.

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  • replied
    Hi Bruno,

    So I've been working with SAVIOR 2 for the past 2 months or so, the problem I'm having is that when I create a new instance of my game (close the client and reopen it), variables save however actors don't. For example, if I collect a "point" and have it increase the points counter, the points counter saves correctly, but the actor will continue to load even if the "mark destroyed" function is in play. Like I said before, levels save properly, variables, and everything else, except actual actors placed in the level. They continue to respawn on load even if they were collected and destroyed.

    I've tried using the "On loaded" event (i've implemented the interfaces correctly), pulling data from the save slot, and other wierd solutions but nothing seems to work. Again, my question is how do I ensure objects/actors are properly despawned on a new instance of my game when I load?

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  • replied
    Sorry - Should have read the post before replying. Makes sense now, thanks.

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  • replied
    It's now the only "data model", it's always required.
    I explain why on post linked above.
    You only see why it's needed when packaging in shipping mode because changes Epic made to low-level engine.

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  • replied
    Thanks for the quick reply I will give that a go. I had thought SGUID was only necessary for dynamically-spawned actors, is that not the case? - the actors in this example are all saved in the original level.

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  • replied
    Your Actors need 'SGUID' property:

    https://forums.unrealengine.com/unre...96#post1744696

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  • replied
    Hi -

    I've run into an issue where actors marked as 'moveable' are not being loaded correctly after being saved when running in PIE. Specifically, all the actors of a particular type are being initialized with the same values. This doesn't happen with actors marked as 'static' and only appears to happen after the level has been played once. It is 100% reproducible.

    It does not happen in standalone games.

    I've created a very small project that demonstrates this.

    To reproduce:
    1. The project should open to SlotTestLevel
    2. Play the level in PIE (either in Viewport or Separate Window)
    3. Stop and then Play the level a second time.
    4. With the level window in focus, press 'K' - this will save the level
    5. Press 'L' to reload the level - all of the actors marked 'moveable' will go to one spot.
    https://drive.google.com/open?id=1Nw...RLVZ0J-scVMuPW

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  • replied
    Originally posted by Thu1e View Post
    Does the plugin support saving TextureRenderTarget2D objects? I read that the plugin doesn't save structs that contain arrays of references, so I broke those out and just created an array containing them instead. But I'm still struggling to save an array of TextureRenderTarget2Ds that I've created in my GameInstance, so I thought I'd ask if they are even supported.

    If they are supported, how should I go about saving them?
    Texture pixel data is not supported.
    Still, objects need a 'SGUID' property and object class should added to 'Instancing Scope' on Project Settings -> plugin settings panel. If you don't add your object classes there and the class doesn't have a Sguid it will be ignored..

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  • replied
    Heya Bruno! Just purchase the plugin, and I'm loving it so far - Saving my gameinstance is truly a breeze now, once I realized exactly how easy the plugin makes it. And it looks like the plugin has a ton of more advanced features as well, which I'm looking forward to trying out later on.

    I'm having a few issues with saving some odd object references though.

    Does the plugin support saving TextureRenderTarget2D objects? I read that the plugin doesn't save structs that contain arrays of references, so I broke those out and just created an array containing them instead. But I'm still struggling to save an array of TextureRenderTarget2Ds that I've created in my GameInstance, so I thought I'd ask if they are even supported.

    If they are supported, how should I go about saving them?

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  • replied
    I will submit this weeked 2.9.3 for review which includes the requests posted above and two new nodes for UObject pointers:







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  • replied
    That makes sense. Thanks for your help!

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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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