x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Making an In-Game Level Editor: How to Save Maps?

Hello everyone

I'm working on an in-game level editor for a 2D strategy game. So far it has been done entirely in blueprint. Currently, my issue is that I cannot reload a saved map once I close the game. I can save my progress, then if I press the Load button while still in game, it'll go back to when I saved. But once I close the game, all progress is gone. I cannot go reopen the game and continue creating the level from where I left off.

So, in short, how do I fix this? The screenshots below will help you see better what I'm doing here. Again, I can save my level, and load it back to where I was if I don't close the game (so basically, it's more like making a checkpoint or a ridiculous undo button), but once I close the game, I cannot reopen the level editor and continue where I left off.

And now, the screenshots:

The menu for the level editor. alt text

When I press the save button... alt text

The SaveTransforms macro in the previous screenshot... alt text alt text

When I press the load button... alt text

Product Version: UE 4.7
Tags:
more ▼

asked Aug 23 '15 at 04:33 AM in Blueprint Scripting

avatar image

Prof_Smash
11 1 2 1

avatar image Prof_Smash Aug 23 '15 at 04:34 AM

A few more screenshots. These two show the LoadTransforms macro.

alt text alt text

avatar image Prof_Smash Aug 25 '15 at 02:48 AM

Surely somebody out there? I'm completely stumped by this and am out of ideas...

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

If your still looking for help...

IDK if this is the best way to do it, but I tried to do the same thing in unity before I switched to unreal.But you can create a text file for the created level, write the position, rotation, and the transform type (which one it is) to the text file, and then you can have it read the file to an array, and place all of the objects to load it up again

more ▼

answered Apr 18 '16 at 09:52 PM

avatar image

Craftless Network
6 1

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

You are creating a new Save Game Object every time you press the save button. Now I don't know if that does actually overwrite your save every time but I think that your OnClicked function should start with checking if a Save Game Object exists like you are doing in your load function, if not, create one and do the rest of the function. If there is one already, skip the creation part and just do the rest.

more ▼

answered Apr 28 '16 at 08:40 AM

avatar image

TK3D
120 6 11 15

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question