Is it possible to create some event which can delete the .sav file from within blueprint?
Or must we just gate off the ones which were created that we want to look like the player removed them?
I already set up coping with keeping everything working nicely if a .sav actually is removed from explorer. No problems there. But in blueprint I don’t see anything to remove the .sav during the game.
I’ve figured out how to add a .cpp and .h for my project from the editor in VStudio, but I don’t have clues at all how to write the code for a blueprint function, let alone the function for deleting a .sav for a given slot. I read through some of the LoadGame from Slot and SaveGame .cpp files to see what I could see, but it looks like I’m going to have to ask for some help. The info Rama added on writing a blueprint function on the AnswerHub is too many levels above where I’m at with C++ sadly, without some friendly guidance.