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

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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...

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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

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answered Apr 18 '16 at 09:52 PM

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Craftless Network
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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.

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answered Apr 28 '16 at 08:40 AM

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