Save StaticMeshActor translation / rotation
I made my save / checkpoint BP script based upon these tips - link text - works perfectly, outstanding work. I tweaked things or two and now I need to solve one last thing.
How to include a desired Actor's translation / rotation / scale per level into a save file once save process is initiated by a blueprint? Let me simply explain what I want to achieve:
As you can see, when I move the ball and than overlap the checkpoint, game saves, I leave the game, hit continue, game continues at right place (mostly) etc but the ball (StaticMeshActor with simulated physics) is back at it's original state. I would like the engine to grab the ball's translation / rotation state in the moment I overlap the checkpoint and save it into save file. Logic says to me that I need to have Actor's state at the moment of save, save it into file and once the game continues shift the actor to the saved translation / rotation state. I just don't know how to properly set this. I do not require the ball to be active at it's new position (as it is rolling in the moment I overlap the checkpoint), just translated / rotated and placed there where it was. Tweaking details can come later.
I admit that this is kinda over my skill, maybe It's simple and I just can't see the solution. I'm not very into programming. I would like to achieve a bit of realism in matter of maintain player's action consequences durring gameplay - if paused and resumed - until the player leaves the current level.
If possible, it would be great to set the process for an Array of objects to avoid setting each single actor on it's own, but... meeh.
Is this possible to be achieved by blueprint? I can't do C++ cuz that is like shop for girls to me...
Guys, any tips would be appreciated. I tried many things but there is so many options that I simply can't figure it out. I also presume that I will probably require specific attitude regarding used saving procedure.
Thanks a lot for any thips!
Not sure how to link this up with a save system but this is how I get the location and rotations of objects:
answered Oct 04 '15 at 03:03 PM
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